98 mb?! That's way
too much for a mobile game! You're going to have to seriously take a chainsaw to it and cut it down a huge amount for it to even work on mobile. This isn't a C2 limitation, mobiles have seriously limited hardware and you must design your game for mobile from the start, you can't assume a desktop game is going to work fine on a mobile! Your desktop computer is probably well over ten times faster than a phone and likely has 20-50 times as much free memory!
Remember .capx files are compressed
, and to run on the phone it will have to decompress
the entire project in to memory, which means it will use several hundred megabytes of memory
. My phone often only has 50-60mb of memory free, so obviously your game is way too big to fit in memory, which is probably why some phones crash. I'm impressed the other phones can actually load it.
I would link to the image compression blog post, but that will only reduce the filesize - since everything is decompressed when loading, changing the image formats won't save any memory at all. You're going to have to remove images from your project entirely. Do you have any large background images or objects with lots of animation frames?
From performance tips in the manual
[quote]When targeting mobile devices, you should aim to design significantly simpler games to ensure a good experience. Test on mobiles from the very start of your project to avoid any surprises and have lower expectations of framerate
(30 FPS is a good target for mobile).[/quote]
Testing from the start on mobile also means if you get a sudden dip in performance you know what caused it.