ActionScript 2.0 :: The Flash Game Runs Too Slow In A Browser?
Feb 28, 2006
I have made a plattformgame in flash, and after I had published it I tested it (local) when it was embedded in a browser, and it hacks and laggs! But when I play it in the flash player it works just fine.
I removed all the heavy graphics, lowerd the fps to 30fps and removed all the code so now its just the bassis left (gravity, collision, key checking etc. and yes u should bounce on the walls giving a wall jump effect).[URL]
When I preview my SWF from within Flash or run the exported swf outside of Flash, it has suddenly become extremely slow, maybe 10 FPS or something. But then it runs smoothly if I
- run it in a browser embedded in a HTML page - run a preloader locally which simply loads the problematic SWF file; once the problematic SWF file shows up, it runs perfectly.
This doesn't make sense to me, and it's really annoying to be unable to just Shift+Enter to preview. Anyone tried anything like this before?
I'm feeling a bit low now as I have been suffering this for months. A simple loader loads my simple game and runs VERY FAST on even slow pcs BUT when I build this other loader, it goes quite slowly and I don't know where the app is going wrong. WHERE is the processing consumptoin coming from out of my app.
recently i am working on my portfolio which I am doing in flash cs4, as3. It runs fine on local machine but when i upload it into the server, it runs very slow. in face there is a section where pictures are loaded when a thumbnail is clicked. There are 15 pictures and it doesnot opens at all.
following is the link to the site that I have done so far[URL].. please click on the "projects" to look at the problem I am mentioning. the section"3d modeling is the part where there are 15 pictures and doesnot load at all. same problem with "3d animation" "video editing" works fine. it may be because it has just one video to load.
I have problems with flash games and some advanced flash applications.Problems occurs regardless of browser.My computer is next:CPU: 2.8GHz hyper threadRAM: 1.5 GB (3 pieces)GPU: Nvidia 7600 GS Gigabyte.When it runs some flash game e.g. Facebook Pet Society, CPU load goes high as 80 to 100 %. It is very annoying thing since I am starting to loose my mind how to solve this.All other applications are running very good. This means games, 720p HD videos etc etc.
I am doing some animation using setInterval. It runs ok on all browser(firefox, sarfari, and opera..), but not in IE8. I just check ie7, it works fine also.
You can download it here [URL]external swf's when loaded.....run very very slow; sometimes unresponsive as if there is a script running in the background. I'm using keyboard commands to navigate through the screens - eg:on (keyPress "<Space>") {gotoAndStop("scene02", "firstframeLabel");}
Basically what happens is 5 eggs fall from the top of the screen. What I'm trying to have happen is, to have flash recognize when all 5 have been clicked and goto and stop on frame 3. The other problem is I want the animation to reset when the timer runs out. Thus clearing all current eggs off the stage. I've zipped the 2 files I'm working with the (fla and as files).
I have created a flash application that runs crisp and smooth normally. However, when I set it to fullscreen using Code: fscommand("fullscreen", "true");
Then it runs slow as heck. My cpu usage shoots up to the 90%'s on all four cores. Strange thing is, however, that if I manually resize the projector chrome to take up the full screen size it runs smooth and crisp. It's not playing any videos or sounds, and there are minimal images. The swf file itself is 7 megs, and that's almost entirely because I have to embed the chinese alphabet. Could it be from running dual monitors? It still only "fullscreens" to one monitor's size, so I don't think its's twice the size without me noticing... I'm really not sure what's causing it, but it gets super slow...
The swf and fla files are located at: [URLs] .fla is only 448kB, but the swf is 7megs. Again, it runs fine when not in fullscreen, no matter how large I make the window, but if you play the swf file in flash player (i.e. not in browser) it will run slow until you press esc and exit fullscreen mode.
Basically the objective is to click on certain targets, which upon doing so would destroy the target and garner you points. I've written a macro to help me until the point where its impossible to even see the target more than a mere flicker, (maybe even less than that, i cant see it with my eyes). But its possible because i believe others have done so. (Maybe on slower comps?)
Anyway the question is, how would it be possible to slow down the flash game? I've thought of a couple of ways that could work but i'm not sure how to implement them.
1. Slow down the cpu speed? (smth like that? how?)
2. As the game progress the time the targets appear and stay up is reduced. Maybe theres a variable controlling all of this, isit possible to modify the address of this variable? freeze it or smth?
I have a game loop written in Haxe/Flash. For some reason it slows down over time. At first it runs reasonably, but my laptop fan starts spinning up and it gets slower and slower. Why would this happen?
I was just fooling around in my spare time and have made this cool interface and game-playing code for a Connect-4 type game, written in Flex and playable by 2 human players in Flash. It accurately detects wins, etc. I'm smart enough to know that I've done the easy part.Before I dig into an AI for game play, I wanted to ask if this is the kind of thing that can really be handled computationally by a Flash plugin. It seems to me that for every turn up until the end there are 8 possible moves, 8 responses to each move, etc. So wouldn't a perfect engine have to be able to potentially see 8^8 moves (over 16 million), and a fairly good engine see up to a million? I don't know game coding so this is new to me. What's a reasonable move horizon for such a game to be able to see?
I have a fairly complex animation movie clip within my main timeline in a Flash file. When you click a button, it plays the movie clip, then goes back out to the main timeline. The first time the movie clip runs, it plays choppy and slow, but if I play it two or more times, it plays correctly (smoothly). Is there some actionscript I need to preload the movie clip, or some other solution to the first-run slowness?
I am trying to play sounds in my Flash gameAt times, the game runs slowly and the sound effects began to lagI noticed that all of the sound effects that are played using AS3 sound and soundChannel objects (which are held in an array and are triggered by a Click Event listener function) are lagging worse that sound effects which are played from within MovieClips timelines (These MovieClips are played using gotoAndPlay() which is called by a different Click Event listener function.) I am wondering why this is happening. I assume that anything done within Actionscript would be processed faster that anything done on a timeline.
I have a problem with flex. sometimes when I change my application and run it, my changes doesn't appear in the application, and I have to change my browser setting in flex to see changes on other browsers, and after doing it for a while and solving the problem permanently, other browsers will do the same and don't show my changes.
Since my project uses class actionscript files my whole game project runs on one frame and nothing is on the maintimeline so there is only just one frame on the timeline. Just wondering how I could make it so that I could have the first frame with game instructions and a description which then goes into the game being second frame and when gameover goes to third frame using actionscript. or any tutorials or some peice of advice
I'm making a game with as3, it is very simple, but when I almost have finished the first "beta" of my game i realized that it become slow later a while playing the game (2d) is only a ball (player) that shot mini balls against enemies that run to the player.I have trying a lot of time to solve my problem by myself, but i couldn't.Only i can realize that the problem is about the creation of the enemies and mainly about the creation of the shots, this is created by a class called "scene" that through a addEventListener (Enter_frame), create and move this objects. After a while, when the game has created a lot of enemies and shots, the game begin to become slow; i delete the object and the variables with remove child and delete(), respectively but the problem continues.[code]
I have created a Mahjong solitaire game in which 144 tiles are laid out on the stage, variably stacked up to four levels. You find two matching tiles that have free sides and have no tile sitting on top of them, click them both, and they are removed. Object is to remove all of them.
My problem is that I'm getting about a one second lag when I click the second of two matching tiles. I'm pretty certain that the bottleneck is in the functions that get called when any tile is clicked, that determine if it's free on one side and above. I have never "stepped through" or otherwise debugged before. Is there a way for me to step through my code and get some indication of what the specific problem is?
My project works fine in the flash player. However when I upload it online and try to play it in the browser it becomes slow to the point of crashing. It seems to work on chrome, it super slow on IE, and it completely crashes Firefox. It is difficult to debug since it takes a while for me to repetitively upload to the server. What would cause this kind of slow down? Could it be that I have a large number of embedded files using Flashpunk?
I am accessing some games that my company built using a AIR browser (allowing us to sell an installable product on a CD, but keeping the content online for ease of maintenance). I can get the games to load, but i cant get them to accept keystrokes, ie: we have a tetris-like game that isnt getting any of the arrow key inputs. I'm fairly certain this has something to do with a focus issue, but I have no idea how to fix it.
There's clearly a bunch of new stuff in Flash 10, I'm seeing a bunch in the Graphics class so far. Struggling a bit to reconcile it with what I know already but it looks useful - render lists and 3D transforms, etc - however I wondered if there are good arguments for targeting Flash 9 since I can definitely manage without all the new stuff I don't know. Like support on non-Windows devices, wide adoption of Flash 9 Vs 10, etc.
I am developing a non-real time browser RPG game (think Kingdom of Loathing) which would be played from within a Flash app. At first I just wanted to make the communication with server using simply URLLoader to tell PHP what I am doing, and using $_SESSION to store data needed in-between request. I wonder if it wouldn't be better to base it on a socket connection, an app residing on a server written in Java or Python.
The problem is I have never ever written such an app so I have no idea how much I'd have to "shift" my thoughts from simple responding do request (like PHP) to continuously working application. I won't hide I am also concerned about the memory and CPU usage of such Server app, when for example there would be hundreds of users connected. I've done some research. So, considering the fact I don't need real time data exchange, will it be wise to develop the server side part as socket server, not in plain ol' PHP?
I've been working for a month on a flash game, which should be manageable to play in a browser (light computation). This being said, I've noticed that in some browsers the game runs at what looks like 15 fps (the game should run in 80fps). This has been known to happen in IE9, and the quick fix was to add this line to the top of the html: <meta http-equiv="X-UA-Compatible" value="IE=9"> This was a quick-fix that forces IE into compatibility mode and greatly improved the fps (to about... 60, let's say). Still, I believe that the game is running slower than it should in every browser, which is evident when the html version is compared to the swf.
I am currently making for fun a racing game. When it started to get in shape, I decided to try it in a browser.
Now, when using CTRL+Enter or running the swf file, it was all working really smoothly. But when I ran it through a browser (when publishing, I generated html file and opened it in FireFox) it was extremely sloppy.
My first thought is that there are too many calculations which resulted in low fps. I downloaded and put a script to measure the fps. In both, IDE and browser, the movie was played back with max fps of 24. When I increased it to 50 it was still reaching max fps in both, yet in browser movie was still really sloppy (though it was a little bit better than with max fps being 24). When raised to 100, playback in browser was capped at 60fps on different computers so I guess it's a flash player cap. Movie was still not smooth at all.
How do I make my flash game keep picture quality when browser is resized.I built a flash game combining using actionscript and whenever the player or browser is resized it loses quality.Is there a way so, if the browser for example is made smaller the game's picture still keeps its display quality
I made a game as the same site URL..Anyone knows how to prevent user open and play game on multiple browser windows at a time?I used flash control to embed flash into aspx page and connect to sql server
I started off game development on Android about a year ago and want to expand to developing browser games as well. Is flash worth learning? Or should I go for using an engine like Unity and learn game development in c#. Mostly I'm just worried that I would be wasting my time learning flash if I'm not going to get much use from it.
If I wanted to code a desktop-based game, I could pull some XNA code and UDP sockets and make a decent multiplayer game. I would have an extremely clear of how to code the game I wanted.But if I wanted to code a browser-based online multiplayer game, how would I do it?ou can't use XNA....I've been looking at some questions and I'm seeing PHP and ASP.NET and Silverlight and Flash and Java as the alternative languages...I really don't understand how it works. I mean, for a desktop-based game, you're opening a UDP socket and accepting clients and transferring data, updating player states, drawing the results using XNA. But in a browser, how do you open a socket and stuff? How does that concept work, communicating to people in realtime through a web-browser.