[QUOTE=retrodude] [QUOTE=guero] [QUOTE=retrodude] [QUOTE=guero] [QUOTE=jayderyu] On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.[/QUOTE]
.I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.
I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,[/QUOTE]
One main issue I had when running games on phones was the sprite count, not the instances itself. So for example, I used way to many sprite objects on making a scenery, when I could have set 1 sprite to different animations and save on performance and ram for mobile devices.
So what I did at the beginning was have seperate sprites for lamp, television, couch.
But I then decided to set it to one sprite object called ornaments and set the ornament sprite to different animations, such as lamp,television, and couch. I did this for a couple of sprite objects and saved a ton of fps and ram especially on mobile devices, since some are fairly weak to begin with[/QUOTE]
but i cant use this way there is some problem like diffrent event sheet actions and behavior parameters.but as i said before It's usefull way.
I think try pender.maybe it will work fine.
Also i wait other help.
You can refer to this link as well if your interested, it covers most of the problems relating to lower fps for mobile games:
Yes,Thanks i've allready read the tutorial but i cant say it help me
I wait anaother advices please.