I have been working on a game project recently and it is close to end. I'm using a big Image(in micro terms) 1100*416 PNG image with a transparent background. The way I display is to use setClip() and adjust the locations for drawImage() .
From the beginnning I was testing with N-Gage and it all went fine. I can say I had 20 frames per second and each time about 30 images to draw from same file plus some other drawings it works really fine and fast!!. couple of days ago I got 6600 and 3650 as well to try.
6600, was a bit slower when I come to part to show this big file , but then 3650 was unable to load it and then for sure when Itry to display that Image ,it sends nullpointerexception. I read through this forum at least for the last 2 hours and seems like my problem could be a phone memory problem or just the image size is bigger than the limits of phones . Second makes more sense for me because in case of memory problem applicationshould send outofmemory or runtime problem etc.
If I am right and really exists limits for image sizes how can I learn these limits for different phones.
Thanks in advance, hope you guys can give me some hints.