why corona games takes too much time to execute on device?
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Load time Issue
"Too much time" is relative, how long do Corona apps take to start up on your device? On my iPhone 3Gs they take about two seconds to start, which is about how long most apps take. Perhaps you're confused about starting up from scratch vs. resuming apps that support multitasking?
@jhocking Thanx for Reply....
either i use iphone or ipod it takes same time to execute which is near about 5 to 7 sec.
i think 5 to 7 sec is too much as compared to other apps created with Xcode.
is that problem because i uses Demo Version of Corona SDK?
is it make any sense or any other issues?
Please Help...
I did always find the 'free' version slower to load ... it did have a message about the free version as a native pop-up... I think that slows load up down.
Other than that ... Note that there's posts about slow vs fast start up around the forum, the brief gist is that the system doesn't show a screen until it's gone through a set of code. I'm not saying that correctly, so here's a for example:
Say in your startup, you're going through building a scene, initializing vars, starting up analytics, loading sounds, etc. The iPhone won't show anything until that set of code has been completed and it can build a whole screen.
The better method is to put only your basic screen build into the main loop of the code ... and push whatever can be pushed off to a timer.
1 2 3 4 5 | local loadStuff = function () -- load sounds, etc here. end timer.performWithDelay (150, loadStuff) |
would it work to use the director class and in the main.lua just have a splash screen loaded?
@r.pudlowski no it doesent uses Director Class.....
I wl Check it With Director Class Thanx...........
use at using default.png :: as well...
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