I am re-writing an app we wrote in xCode to be Corona for cross platform ability. It is a puzzle app and I am very new to Corona so this is my first attempt.
I have one puzzle working well, and (I know this is probably a bad thing and probably my problem) using just iPad 3 resolution pieces and complete image.
I have two sounds (12K & 1.5K) loaded, 7 piece images (that combined use up about 1/3rd iPad 3 pixel area), 1 full screen transparent b&w PNG, a rectangle display object, I put everything in display groups and remove them (removeSelf & setting to nil) but I am not concerned about clean up, I am cleaning up well.
I am more interested in my peak memory when doing a puzzle, which seems a lot higher than I would expect it to be. While running one puzzle with the above resources I am using 29MB Texture ram and 130MB memory in general. After cleaning up all but audio and displaying the final image and two rect and one text display object I am down to 17MB texture ram.
I know using just iPad 3 resolution image is a stupid thing to do, this is my first go at it and I need to account for each puzzle piece image resolution (as they are all different) a long with their “correct” location which means it would be a lot more complex with each resolution image (which is what we are doing on iOS now with 4 resolutions).
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