I rewrote my Castle Adventure for mobile devices. It is way better than the original, much more efficient, better treasure, etc...The problem is I am told it runs "slow". It is written w/ Flash 5 syntax, from what I understand it takes a while to load the next room. It is tile based and I do not see how it can be any more efficient. I used the gotoAndStop engine, I am making a version with the arrays compressed, that will reduce the file size, but may tax the processor a bit more to uncompress them. I will send that out for testing tomorrow. Has anyone else written any tile based games for a mobile device and if so , lets talk. Thanks.
There are 400 tiles (20 x 20) being drawn at once. Each tile is 10px, I think this is where it is bogging down. I used a gotoAndStop engine, with all my tile info in arrays. I think I should try a game with maybe only 100 tiles (10 x 10) per room. The graphics are gifs, they are very small in file size. It is super fast and efficient on a computer, but it's the phone processor that bogs.
I have to send it out to have them test it. I attach the clips dynamically at first when the game loads (initRoom()), that is the only time I attach them now. That will be the same as physically doing it, right? I know it will take a few seconds lomger only when it first loads. But then each time i change the room, only the tiles' frames change. Or is your way of doing it manually better?