So I'm undertaking some downsizing for mobile performance issues on my first game. All errors of inexperience I'm assuming.
Currently-Game: 10MB, 30MB "memory use", 274 events
Comentary Welcome.....
So here's a list of what I'll tackle first for performance regain(I've respected many basic performance recommendations already, links below)-
1.)1280x720! Ok, too big. I'll reduce to 1024X576 Or maybe even 854x480.
2.) Shrink all the sprites accordingly....e.g. from 256x256 to 64x64 etc...
3.) Reduce some heavy performance elements like rotation, #'s of objects onscreen(with physics etc), Set position/size/etc every tic....
I'll start there. I'll update How it goes and other things I try. Maybe it will help others in the future.
I read the basics on performance prior to starting my first game...but I should have read more. Here are some links for those with similar issues.
Basics:
scirra.com/manual/134/performance-tips
scirra.com/manual/34/best-practices
Cool stuff:
scirra.com/forum/programming-best-and-worst-practices_topic63136_page1.html
scirra.com/tutorials/298/performance-tips-for-mobile-games
andrew.hedges.name/experiments/aspect_ratio
developer.android.com/guide/practices/screens_support.html
<img src="smileys/smiley4.gif" border="0" align="middle" /> Having a blast with C2! Still! And BTW This forum is great because of the experienced dev.s who keep returning to post comentary....I'm not sure how you find the time BUT <font face="Courier New, Courier, mono">THANK YOU!!!!!!<img src="smileys/smiley32.gif" border="0" align="middle" /> </font><font color=red>Thank YOU!</font> <img src="smileys/smiley32.gif" border="0" align="middle" />
-Ed