30-20 in ios simulator, 40fps in gamesalad viewer ... it look's horrible
Why my game running at 40fps in game salad viewer is running at 20-30 in ios simulator, anyway it look horrible 
i need help
im uploading a video in youtube, soon i'll post it here, please don't steal!

i need help

im uploading a video in youtube, soon i'll post it here, please don't steal!
Comments
1) Too many movable actors in a scene. If you can use interpolate and turn off movable you should.
2) Timers - use self.time, scene.time, game.time when possible
3) Constrains - may need to unlock some instances to allow actors to "talk" directly to each other.
4) Lots of large graphics (especially 24bit pngs)
5) Spawning actors. There are many posts on the forum about "recycling" actors to simulate spawning.
You should avoid these when possible. That being said, sometimes you have to use these things and that's ok. Just try to think if there is a less processor intensive way to accomplish the same thing you are trying to do.
Good luck!