Yes, screen resolution might be the culprit here. (You can easily look it up
by googling "[your phone model here] screen resolution", btw.) Thing is,
Dweller is basicly a pretty simple Java app and lacks libraries that would
enable hardware support for rendering. Meaning that the phone has to
draw everything in software, no matter how powerfull the GPU might be.
Some people have reported unbearable framerate on tablets (with high
screen resolution). Dweller is not a secluded example, many games that
started as J2ME projects and were ported to Android will show the same
behaviour, for example:
Gurk. Same reason there - lack of support for the
hardware acceleration.
From what I remember, Bjorn was working on this, but we'll have to wait
till he has some more time on his hands, before we can get any anwsers.
Might be just as well, that the pathfinding algorithm has gone bonkers
with one of the updates, or it's tied to the addition of sound to the game.
Just considering the options at hand. Haven't really played it on Android
for more than a couple minutes, cause I find it quite poorly optimised for
touchscreen controls when compared to games like
Pixel Dungeon,
Hopliteor said
Gurk saga. Love it on my older Nokia C5 tho, sometimes I steal it
back from my wife just to get some Dwellerin'.
