Slow framerate with lots of images

So I am designing a game similar to the old game Wooly Willy (google it) and that involved spawning quite a few images and after a while the games framerate gets really low (down into 5-8 fps), is there any way around it? I can upload the game later if need be so you guys can see whats going on.
Comments
If so, maybe you could simulate the real game and have a limited amount of iron shavings to use as hair. That would cap the number of images needed. You could even have all the iron shavings on the bottom that the user could drag and place. Then you wouldn't have to spawn/destroy the images and could recycle them. Also, in the actors for the iron shavings, keep the number of rules to a minimum.
- Jeff
How do you have the code set up?
Are they set to non-moveable?
I would make sure that the hairs are set to non-moveable. Try to minimize as much code a possible that lie inside the hair actors. Constrains and Rules are going to kill you.
Also, are all of the "hairs" placed at the bottom (You will run into an issue of only picking 1 up. But there is a tutorial somewhere I saw)
And do you plan to have the "Hairs" like liquid? By that I mean tilt right they move right, tilt left they fall left?
I also noticed that when I test it on my iPod, Other is at 7.4mb, is that a lot?
And I still don't know the real meaning of recycling actors.
So I tried to make the actor that spawns the images have as little rules as possible so here is what I settled with
Harold actor (the face)
-when touched inside, ever 0.05 it cycles through the numbers 1-4 in the HairImage attribute
-then it checks to see the attribute hairColor
-if the hairColor = 1 then it spawns BlackHairSpawn
BlackHairSpawn actor
-if HairImage = 1 then spawn BlackHair1
-if HairImage = 2 spawn BlackHair2
-etc.
-Destroy
So I broke the rules that were all originally in the Harold actor into 4 more (for each hair color) to reduce the rules in the Harold actor, this seemed to help a bit but not enough. If anyone would be nice enough to help me out I'll send my proj file to you (granted you wont steal it! >:D)
and there is no guidlines per say. Its all different depenidng on what they do, if there movebale, visible, constrains, ect.
Ive had games with over 100 actors run perfect, ive had games crash with 50 actors. it all depends.
hope that helps
kipper
PS This was an app idea I had for over a year now so whether I make it in GS or not (coco2d?) this will be done!
EDIT
Alright I found the culprit, I have one rule located in the hair images to destroy them (if touch inside and EraserIsOn = 1 then destroy) and that makes all the difference, is there a way to destroy an actor without having any behaviors in the actor that is being destroyed?