Am I dealing with time correctly?

This is how I move my obstacles. The problem is I am not getting consistent timing between platforms. Between my iPhone 4 and my iPhone 5 I see a huge difference in obstacle speed. CPU seems to be my enemy.

This is how I am getting my event tick. I (++ .003) to make the game harder as it goes on

You could use a looping timer instead of the tick maybe? Timers use seconds, so I imagine they are the same across all platforms.

You pretty much should always avoid Event Tick. For what you are doing, you can probably use a timeline. When you create one you are given options for different outputs based on the type of graph you use in it. Once of the options is a function graph which outputs a float over time, and you can even change the curve of this output however you like

I made this a comment because I’d probably need more details on what exactly it is you are wanting to accomplish here

Did you mean looping Timeline? I have never heard of it but it look like it may work. Thanks

I built it this way because I was copying what Shane did in Tappy Chicken to move its obstacles. I was incrementing my time float so that obstacles move faster as the game progresses. Similar to Space Invaders. Doing this with a timeline may help but the more I think about it, the more I think my FPS may not hit 30 FPS and that is causing the speed difference between platforms.
I really appreciate the replies. This is my first self produced title and I am really striving for better than average game.

More details about the game are at:
http://daninspacedanger.blogspot.com/

Timelimes are actually what saved us in our game. We had a mechanic that was based off time but need to always work the same regardless of fps. That was achieved with the method I mentioned

Thank you. I have been taking a bit of a break but I am going to work on getting the Timeline a try. I am very hopeful. Thanks for the help.