1. Are scrolling layers basically out? Ran my somewhat minimalist game on os5 and the slowdown made it unplayable. I had a separate background layer. Put everything into one layer and it runs like a dream. 60fps.
2. fastloops. How much of a drain are these? I know on an older computer I've tested on, bringing the fastloops down made a huge difference in the same game (with scrolling layers still intact). Going from 1000 to 100 on one even made a difference. And going from 100 to 50- did too. I think we're used to a lot of processing power so we just type a random big number for fastlooping even when it's not necessary.
3.Color reduction mode: I'm not super clear on what it does exactly. I understand decreasing the color count, but what does "This Option will divide the size of your images by 2." mean exactly? I used this option in my second test and it made a huge speed difference (simulated testing, I hadn't gotten it running on a device at that point) but the sprites still looked fine. Definitely not reduced by 1/2. Maybe I'm misunderstanding what images means.
4. Apple documentation. I had to read through a bunch of tutorials from apple to get things running, but clickteam's pdfs on the ios exporter recommend reading apples documentation. Most of this is about coding/blah/etc. that isn't relevant to us using mmf2. Are there any specific documents on Apple's site that would be super-relevant to our needs, and could someone point me to them?
5. Aaah! Just venting. I definitely had a full day getting things up and running. I won't complain though. That's an amazing turnaround. Considering 20 years ago the work involved in getting a game up and running and the limited tools to do it with, we are VERY lucky to have tools like this. I'm mostly just overwhelmed by all the sites, tutorials, and such that I have gone through today, and the fact that I don't truly understand most of it. I have my end result. But when it comes time to do it again, It'll be the same ballgame!
6. Another question. Or maybe suggestion. MMF has a 'pause' option, where the game can be unpaused by hitting a key. I'm guessing this does not translate to ios? It would be really good if there was a simple action for pausing and unpausing the game, or maybe a pause object that appears as a button?
7. And one more question, when looking at the allocations, is Live Bytes the relevant number I should be looking at?




















