Is there a benefit to using alt values instead of counters?
What about Load on Call? The MMF2 help file mentions it for use with big image files, but will it help with ios apps at all?
What is harder to handle, large objects, or several small objects?
Xcode is telling me my game is running at around 11mb, which is well under the limits I've seen written about here as well on dev sites, yet it just can't seem to handle what I've put into it. The worst slowdown is occuring with multishot weapons where after a few shots the screen can have 20 or so bullets on it.
The stage starts off with around 86 objects. I've been hacking away as much as I can but I feel that at this rate I'm going to end up not being able to run anything other than a crappy space invaders clone instead of the project I started with.
I've read through the 'memory considerations' and other ios walkthroughs about 100 times now, so if anyone has come across anything that's substantially helped their game run that isn't in those, please let me know!
Here is a screenshot so you know sort of what I'm working on. It's an nes style shooter.
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