[QUOTE=GenkiGenga]First step - follow the steps in Ashleys release post about image compression, when i did this my performance must have went up around 400 percent (I guess those smaller images were able to be loaded faster)?[/QUOTE]
I would be really surprised if this was the case because images are always decompressed to 32-bit bitmap in memory regardless of how they are saved. So using JPEG, PNG-32 or PNG-8 only affects the storage (filesize) and it will always be decompressed to 32-bit bitmap on startup, so there is no reason for this to affect the performance at all. I would expect you accidentally changed something else and that improved it!
In my experience the main things that cause slowdowns are:
- Physics behavior. It's really CPU intensive. You probably shouldn't use more than 50 objects with the Physics behavior.
- Creating too many objects. If you make > 1000 objects you're probably giving the CPU too much work to do to keep a good framerate. A common way people do this is using grids of tiles made out of sprites. That's a really bad idea, it can add hundreds and hundreds to your object count, always used Tiled Backgrounds instead.
- Not using hardware acceleration. Make sure the system expression 'renderer' returns 'webgl' since your computer may not support it even if you turn it on. Also, updating your graphics card drivers and keeping your browser up to date should help with that too.
A rarer one is using too many loops, but you really have to use a lot of loops to hit the framerate.
Can you tell us a bit more about your game, or show it to us, so we might be able to figure out what might be causing the slowdown?