ActionScript 3.0 :: Game FPS Drops Upon Playing For 3 Hours
Sep 6, 2011
I am a game programmer and i have made a game where there is a character which has to select the right pieces and avoid the wrong ones. the pieces/food come from top, the character jumps and fetches them. Thats why we are keeping a gap between the pieces to avoid the character touching the wrong ones.
Problem : When I win the game and keep re-playing it continuously for more than an hour i notice that the gameplay gets slow(slow FPS). The behavior and movement of the characters become slow. Upon playing for 3 hours the slowness is easily noticeable. This also happens when I minimize the game window or get the focus off the game to some other window for a long time (half an hour or more). The problem doesn't come if I play once or if I lose the game and try again. This comes when I keep playing it for a longer time.
I have recently developed a standalone Flash entertainment system, containing Flash games and screensavers etc., i have also included a third party mp3 player.
The problem i have is the PC is left switched on daily and the system is used quite heavily, i.e mp3's playing in background while screen savers are displayed and games are played.
Everything starts fine but after a few hours the flash animations slow down to about 2 or 3 frames per second, then the PC will finally crash.
I have made a mp3 player that is working fine, it plays a mp3 radio stream for several hours (last crash was after 6,5 hours) and then it crashes without any message or exception. This is very difficult to debug because it only happen after a couple of hours with the same stream. It appear in all browsers so it is a Adobe Flash problem or is this a buffer problem?
Must i use other buffering settings to play MP3 streams? Does anybody know this problem and what can be done to avoid this? Also another question is why memory consumption after hibernation of the pc is growing dramaticly (every second it eats a couple of 10Kb). After refreshing the page it is stable again. Why is this happening? Mp3 player is made in Flash 9 (CS3) with AS3 and the player is Flash 10 (latest). Running on Windows XP Prof with 3GB RAM.
Is there a way to get this code to work? It's meant to count the seconds passed while playing the game and gives a bonus multiplier to the current score when the game ends. I don't know how to get the returned value to combine it into the multiplier int variable. Is there any way to get this code to work or is it completely wrong?
So I have a MC character and have him moving with the arrows. Now there are multiple(5) frames inside of this MC. Walk Animation(which is the first frame in the MC), Standing Animation, etc. So when I hit left arrow he walks and the walk animation cycles. BUT!!! When I crouch, etc. It doesn't loop the animation it just sits on a still image (as if I did not have an animation on that frame). What am I doing wrong?The code i'm using after my if statement is gotoAndStop(frame)Within each MC there are more MC's and so on, I don't know if this screws with it.Here is an FLA, the code is partly me but ultimately from disastamaans tutorial(on the kongregate website) for basic platforming. I'm just trying to learn right now.Forgot to add that currently I have a total of five frames.1 Animated-walk2 Animated-stand3 Animated-jump4 Animated-crouch5 Animated-crouch walkThose are my five frames, and 1,2, and 3 work fine, only 4 and 5 won't animate?
I've been working on a flash game, and recently added in sound effects. However, the sound effects only seem to play the first half-second of the audio file whenever I call on them to. I have been using the standard code.
ActionScript Code: on (rollOver) { if (_global.sound) { _global.SFX1.start(0,1); }}
But the sound effect only plays through a small amount of the audio. Also, the sound effects are not very stable, and will only play the butchered audio if there is some time in between clicking on several buttons. The odd thing is that I took the same code to another flash file, and the audio played through all the way with no problem, not requiring any additional time to play the sound effect again. I used the same code to load the sounds, which is
ActionScript Code: onClipEvent (load) { _global.Music1 = new Sound(); Music1.attachSound('Music1'); _global.Music2 = new Sound(); Music2.attachSound('Music2'); [Code] .....
I'm currently making a flash game and to insert sound. The sound effect has to play everytime the character touches the coin yet the coin still has to be able to unload. I never used sound before in flash.
After installing the latest version of flash (10.1 I think) it keeps crashing while playing on a game that requires it. I have uninstalled and reinstalled and it just keeps happening.
Any examples of ActionScript 3.0 code that deploys any kind of sound files to be used in Flash Pro files, for final output as SWF. I am using the code (below) for the Base class of a Bubble Game (of sorts), and the problem is, that when popped, the sound plays a little too late, not spot on.
This is my code - which is linked to the Bubbles in the library of my FLA: package { import flash.display.*; import flash.events.*; import flash.media.Sound; import flash.net.URLRequest; public class BubbleBaseNew4 extends MovieClip { [Code] .....
I am currently working to a Role-Playing Game in Adobe Flash CS3 with ActionScript 2. I must include doors inside rooms, but when I do that, my player dissapears. I use this code:
Code: ... for (var i = 0; i<mapHeight; ++i) { for (var j = 0; j<mapWidth; ++j) { this.attachMovie("tile","t_"+i+"_"+j,++d);[code].....
My animation is complete. Previewing it (.swf) works perfectly fine. Playing it in flash works perfectly fine.But once it has exported to .mov the frame rate temporarily drops in certain places (usually around tweens)...
Sometimes in Flash, alpha transitions will just drop out without reason. They still appear in the preview mode, but when you export a swf it drops all tweened alpha animations. they become cuts instead. I've even tried opening the same file in CS4. Same dilemma.
i want to make flash file in which, when i click anywhere one water kind drop come from top to down and when it reach bottom it distribute in so many parts.after this one textbox will display and i am able to enter some text in that textbox.
a client publishes a simple webcam and microphone. I noticed that if I use rtmfp the admin console shows between 30 to 200 messages dropped for a simnple webcam at 320x240 10fps quality 69 and audio speex at quality 6. sor after some minutes the video is unsynchronized with the audio. I turned off aggregateMsg and queue. if I use RTMP there is 0 dropped packets.
Is anyone can explain why FMS 4.0..1-r2009 on linux 64bits High Internet speed line on client side without any bandwidth problem last flash player
I would like Flash to reconnect to a socket if its connection is dropped. I am using the Socket class to establish a connection and then adding an Event.CLOSE listener to the socket. What is a good strategy to reconnect back to the socket if the connection has suddenly closed? Here is a the method I am calling inside the close handler. The connect() method establishes a new socket connection
HTML Code: private function handleOutage():void { // if socket is not connected
I want "rain drops" to fall randomly and then when they hit the bottom most pixel of my stage to run another movie clip called "splash" so it looks like it is raining and the "drops" could fall and "splash" at the bottom of the stage.
first post on here and many more to come I am sure. I have a simple question on a FLA I downloaded from ultrashock. You can download the FLA here
Currently when you rollover a button the submenu drops down, but I was wanting to make that drop down menu animate above the button that is rolled over.Make sense? For some reason I just don't see where you make this change in the code.
I have a FLV playing in my SWF and when viewed locally in Flash or just in the Flash player by clicking the file on my desktop the file plays fine with decent quality audio. However as soon as I upload the file to my website the audio quality seems to drop.
I have trouble with a script for my game project. I can't figure out what I'm doing wrong. This is the code I'm using:
[Code].....
Now, if the variable enemie_life drops to 0 (which I'm tracking with a dynamic text box) it just ignores frame 241 and continues with the second part of the code. There I have another problem: from my understanding (and the way I'd like it to be) it should give me a 3/1 chance to go to 126 and otherwise go to 181. The latter almost never happens. It seems more like a 100/1 chance (and I tried it often ...).
I have a code that duplicates a movie clip that then falls across a picture. They are sort of like water drops on a window but I want the picture to only be seen through the water drops. My problem is I can't get more than one drop to mask the picture at a time. I have tried code in the duplicated MC and I have tried pasting a bunch of instances to the stage and creating a mask later. The following is the code of the duplicated movie clip where _root.drop is the falling mask and _root.bg is the picture I want to see through the drops.
I have 3 swfs of a cloud animation, one for the day, one for the evening and one for the night. I would like to load the day swf from 6 am to 3 pm, evening from 4 to 6 and night well...the rest..but honestly I dont know where to start or how to make flash read the computers internal clock.
I want to show a full 24 hours along the datetimeaxis wherever the values fed into it happen to fall. I thought that setting the minimum and maximum of a datetime axis on the chart would have that effect.
so I have private function loadDayComplete():void{ //called when data is reloaded. also includes reassigning the dataprovider of the chart.
[Code]...
When I load up the function though it doesn't plot any points when the min and max are set. If I take out the minimum and maximum they show up fine! I double checked in debug mode that the minChartDate and maxChartDate are what they should be.. but maybe I'm misunderstanding how minimum and maximum are supposed to function... I also tried widening the min/max to include several days and still no luck. I also tried assigning the min/max when the chart data changes like so:
[code]This passes the date to another function that uses the date to see who in my office is oncall in the database and displays their name. The problem is, everyone that is oncall has to be oncall until 7am the next morning. So this works great IF they were off at Midnight each night. Is it possible to subtract 7 hours from this date?