I'm experiencing a decrease in frame rate when I create too many "wallaby" objects.
Each wallaby is made from 2 active objects, an invisible object to detect the ground and a visible "mask" object showing a jumping wallaby. Multiple instances of these objects are grouped together using the spread values method but when there are more than 5 or so wallabies, the framerate experiences pain.
I know there must be a more efficient way of doing this but this is the only way I've mananged to get it to work. If somebody could have a quick glance at the code I would really appreciate it.
Scrap the extra objects and fastloops, and just use embedded collision detectors - it's so much easier and more efficient.
p.s. The "mask" is the invisible object, not the one that people see.
I had used an embedded collision detector for my player sprite but I couldn't figure it out for the wallabies because they were not always touching the ground (jumping) and the animation would restart. Storing the current animatiom frame in an alterable value is a clever work around.