A short video showing an application that I was working on for the Android platform, a remake of Kees’ Adventure. I used the Flixel for Android framework. However, this lead to some performance issues that I hope to either get fixed or rewrite the code without Flixel. Using a framework for such a simple game is perhaps a bit overkill. The layout of the controls might also need to be revised, since if you direct the character, you block the screen with your hand.
The cellphone is a ZTE blade, running Android version 2.2.2
About the performance, when I had the chance to test the application on a different device (HTC desire Z, running Android version 2.3.3), the game was (literary) running four times as fast as it was on my cellphone. Perhaps this is due to the fact that my phone is rather low-end, and/or the android version is older. Might also have to do with the fact that the game (since it is based on Flixel) is frame-timed. So how faster the CPU is, the faster the game runs.
In future version I will address the problems I have described above. However, this will probably mean that I will have to write the game without Flixel, which would be a shame since it would be easy if I could port all my previous Flixel games to Android apps.