We’re currently cross-developing an application for Android and iOS - it’s a simple platformer game, so we picked Corona with Lime added on.
The problem is, the game is currently night unplayable on Android. Even the high end devices have a framerate of around 10-15 FPS, with slower devices making the game unplayable (the game runs just fine on the simulator, of course). From what I’ve been told by Graham (the Lime developer), the problem is simply with the number of active objects - the same problem persists with his BasicRPGMovement example.
Is there any chance of this being fixed in the near future? We’d like to have our games finalized and this is really stopping us from progressing, there’s only so much we can do with optimizing the game with the amount of tiles and objects we use. [import]uid: 95354 topic_id: 16729 reply_id: 316729[/import]