OK so I'm not a happy chappy today
We made a game which runs sweet in the browser. But when it comes to putting it on mobile devices it sucks the big one.
We have say up to 20 moving sprites as slow moving bullets, you can click on a sprite and draw a path and it follows it.
There's quite a lot of collision detection.
If I remove the background tile, foreground map graphics, and even remove all collision detection events, its better but still the more sprites on screen the lower the FPS and I'm not talking about hundreds of sprites, like 20-30
Even when we draw a line which basically creates an instance of a line sprite every 20 px the FPS drops massively, these are static low size sprites that arent doing anything and I dont get why the FPS should drop so slow
we have tested on iPhone and on win8 tablet simulator, its primarily designed for Win8 and it runs fine on a win 8 computer but the tablet simulator shows massive problems and I''m worried it will just get rejected simply for poor performance.
I would like to know what people's experiences have been with publishing to mobile devices, what limitations they met, how they got around them etc and any suggestions how i can stop the FPS dropping so much
As far as i know i'm not doing anything massively complicated here, slow moving sprites with collision detection, some of the spirtes have animations which i have slowed down and it helps, but even without the animations there's this drastic drop which seems out of proportion to the amount of stuff going on