First of all, thanks a lot for your hard work on this framework. It is quite impressive!
As my current (flash and flex based) game has reached a limit in supported complexity, I am looking around for alternative frameworks as I would really need improved performance on mobile devices.
I have been playing around with Starling and the AIR prerelase on my Android phone, which seems to solve most of my performance issues. There are currently only two concerns/questions left keeping me from actually porting my game to Starling.
1) Scrolling / clipping
I have read some posts in this forum about scrolling of large bitmaps. I am currently looking for a way to correctly clip and scroll a Sprite containing other sprites, in this case several horizontally aligned buttons. I have my own scroll-component in place, but it is not able to clip/mask the sprite on a desired bounding box as you might do in Flash natively.
Even with RenderTexture etc I do not see a satifying result, as I do not want to have a flattened image, but user-enabled buttons etc.
Is there a best-practice way to achieve such a result?
2) Device Loss
Any news on the device loss issue? Or would we still need to implement a workaround to re-uplaod textures etc?
I have seen that the device loss occurs on my mobile phone when leaving and re-entering the game (de-/activate the app). Even though I get an error message about the device loss, the application does continue to run.
But still, this is not something I would rely on in a market-ready game.
Thanks a lot in advance for your input on these two topics.
Any help is highly appreciated.