Android performance still down to a crawl

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]

Lime is a third party library, and it’s still in beta because of these performance issues. Unfortunately, the demos run fine in sim, but on android they are unplayable.

You could probably still achieve the same effect, but you might need to change the way you are using Lime, or just abandon Lime and create your own method. That’s the route I ended up taking, as much as I wanted to use Lime. [import]uid: 49447 topic_id: 16729 reply_id: 62643[/import]

Yeah, but the problem is, these aren’t issues with Lime - they are issues with the Android build of Corona, which Lime just showcases by having so many tiles on the map at once. [import]uid: 95354 topic_id: 16729 reply_id: 62696[/import]