Having a problem with a game, The cpu load at the start when all the elements are on the stage is between 120 - 150%. Far too high. I reduced the frame rate from 30 to 24 and now the cpu load is around 100 - 125% which is still too high for my liking !! I'm wondering if this code can be optimized, I'm sure this is the cause, it's running within a movieclip class on 15 movies at the start..
I have a Flash 8 a/s2 site but I feel the load time when a visitor visits the site is too long. The site does have music, pictures and videos but they are all loading externally.
Is there a way I can reduce the load time of the SWF?
I'm designing a flash site with a Dynamic Gallery (loading images from a XML file). what can I do to reduce load time at the beginning, or limit loading times to individual images?
I'm programming an xml image gallery for a photographer in As3.All thumbs load in from XML-driven external source and then if you click a thumb it loads (the same way) an image.Being that she is a photographer I'm assuming she will want large good quality images in the gallery. If there are large image files say 2mb or so, apart from changeing the image res/size is there a way to reduce the load time when those image are called or should I add a warning that the files are large and people will have to wait?
I'm in the process of including a 1 minute .flv into a flash doc. I don't want to stream the video since i want the video to load almost instantly and do not have any room for streaming progress bars also i can't use flash8 and to get video to stream in flash 6 is a pain.
What i have planned to do now was slice up the 1 minute video into 6/ 10sec clips. Put each clip in a seperate external movie which will range from 50-100kb each in kb's. I want to preload the first video and then play it, then in the background load external video2 while external 1 is playing. then play external 2 at the end of external video1 and do the same for the rest of the videos. Its a lot more work but i think this way i can reduce load time and have the video play almost straight away.
What do you guys think? is there a easy way to do it and achieve the same results or should i continue with my concept above, and if i do what i have planned is there any code that you can direct me too that will load a movie / hide it and play when called for?
So i have a drag and drop game that has five answers that you drag to each approriate question. What I'm trying to do is, after they successfully dragged all of the answers to their questions, a button appears which allows the users to proceed onto the next part of the module.
i hv made a game i split them in two files 1 file is index which have preloader and other is game which have game... problem is, some mozilla browsers can't load the game swf...l
I have seen in some games where instead of loading the whole game at the beginning of the game, they load one level, with the preloader on the screen, then when that level is over, another level is loaded, with the preloader on the screen, etc. I've been trying to find a tutorial or some information on how to do this online but couldn't find anything. I have a game that takes a long time to load when loading it all at the beginning of the game, so I'd like to load it level by level.
I am making a big big big game, and I came across a huge problem. My game has over 60 unique units, which mean that the library of my .fla file is REALLY huge. Flash just can't handle it anymore, and crashes every 5 min. I can't optimize it(already did) and I can't cut through the content. I think I found a solution: I will load my units from external .swf. Sooo, the thing is, I want to load these swf only once, at the start of the game. Here is how it goes: I divided my units in many packets, and set every unit to be "exported for Actionscript" in the library. This way, ill load the .swf and its library at the beginning of the game and I will be able to attach the units MC over runtime.
how to make a load button for a game. What i mean by this is that there are games that go on for a long time and when you exit them and come back to the game the next day,you can load your previous progress.
I am running an online flash multiplayer game. However, I have been facing a problem lately where some users cannot actually completely load all the resources required to run the game. The percentage that users get stuck at is different for different users (for instance, one could get stuck at 43% and some other at 91%). I don't think there is any problem with the files as such because the resources are completely loaded for the majority of the users and the game works just fine for them. Has anyone faced such a problem before?
I am facing some issues in load/stress testing of Flash based on line game. How can I perform Load/Stress testing for a flash game (it may be off line or on line)? Would you recommend any automated tool for testing a flash game? Where I can create virtual users and define some predefine scenarios?
I have a game where sounds are triggered when things happen. These sounds need to be loaded externally so they can be changed. It seems like the sound class is just for loading streaming sound files. Is there a good way to load in these sounds and then have them triggerable and controllable by game events?
I am trying to add games to a Flash file. They are in different folders and the assest and xml information is not coming with it? I get the error : "[BulkLoader] Error loading LoadingItem url: images/, type:text, status: error Error #2032: Stream Error. URL: file:///G|/%2D%2DWORK%2D%2D/Gilcrease%20Projects/Kravis/images/ Here are the files I need to load into the main file.
The prblem that i have is that when i click the 'Bone Memory' game it load up fine. I can play the game and the 'Play Again' button work as well.The problem occurs when i use the 'Main Menu' button. It goes to the main screen, which is fine, but the 'duplicate' cards that were created for the game appear on this main screen when they shouldn't. This in turn causes problems with playing the game when the 'Bone Memory' button is selected for the second time. The cards are all in the wrong places.I am attching the file with the code. The main screen and game were created seperatly and i have tried to combine the in the file attched.
I am making a game, then I learned to load the resources (images,etc) just when I need them, using the Loader class.I would like to know if I embed them they would be loaded with the game swf file (I am thinking as if my game is on a website) or when I instantiate them.If I load it one time and not use it anymore (loose its reference) and after some time load it again, will it be downloaded from server again? Or it will load from my pc? If I put the resources on a folder in the server (now I am using a folder on my pc) anyone would go there and get all the resources! What should I do? how my game would work on a website, not on my PC only I got the idea to create a loader to load my game, but I cant think about the resources loading,
I'm building a basic tile game containing 3 layers of 'tiles' image the game has a dimension of 3x3 my data array's look like this:
[Code]...
How can i load this data from an external file which is easy to edit for the level-desiners ? (and what is best to use, xml, json,?) Is is not better to just use 1 datafile instead of 3 and what is the best way to do this?
I'm trying to use a loadMovie function inside a loop to load external PNG files when my game is loaded. Unfortunately, I can't get even a single loadMovie to work correctly, much less execute a bunch of them.The code is on the root time line, and is targetting an empty movie clip that is nested inside about 3 levels. There is a button, with a movie clip on it, and the empty clip I'm trying to load into on that.so the full target path is myBox_00.smallBox.myLogo(myBox_00 is the button, smallBox is the movie clip, and myLogo is the empty)[code].I even tried using a JPG image instead of a PNG and still no luck. The best I could do was number 4; and that didn't work, all it did was SOMETHING instead of NOTHING... unfortunately that something was to make the button (myBox_00) disappear entirely T_T.I've never had much luck with loading external images. What am I missing here?
how can i reduce the swf size? it's 9MB and it takes a bit to load online. is there any solution to reduce its size so it can load faster? the pictures and loaded externally so they're not embeded in the file. There are some inside the movie but they were already reduced from their original size.
i decompiled a swf & convert it to fla .after geting swf ,again i decompiled it,results in increase in file size of fla.is there any way to reduce the file size of fla...as PC hangs when i save fla.
I am using Flash CS3. Now i did some image with mc(Movieclip) animation. Its come near 150kb. But i dont need this like file size. I want less then 75kb.also i did publish settings and reduce the jpeg quality near 40. But its come near 106kb...
i have 8 movie clip and i use it as a navigation buttons and when clicked it should go to different links. i use these codes but i think these codes are not pure oop so reduce programming using oop but works in same way as it is doing right now. the codes are follows
function buttonmode(link:MovieClip):void{ link.buttonMode = true; } buttonmode(rec1_mc); buttonmode(rec2_mc);
I've uploaded an AIR-built .ipa file to Apple. From Apple: "The app binary listed below was 8 MB when you submitted it, but will be 20 MB once processed for the App Store"
So I'm trying to trim it. I've gotten rid of all unused .as classes and all unused assets. Does anyone have any clever way of reducing file size further? One way I thought of is this[code]...
reduce the file of flash file as well as swf file to upload.I am a fresher. I don't know advance actionscript, xml etc. reduce the swf file size. So that i can easily upload the file.Also briefly explain me how to externally load the swf file in flash.
reduce the file of flash file as well as swf file to upload.tell me a simple way to reduce the swf file size. So that i can easily upload the file.how to externally load the swf file in flash.
Will OOP reduce the performance of the application.I have to query 4 database with more than 1000 rows between each user inputs to give the output. The whole thing must be less than 5 seconds to the maximum extend and an average of 2 seconds. Which type of design is better for performance.
I am trying to reduce the size of my swf, and I see that I am using a movieclip on each frame on the Timeline, which has to be adding considerable size to my file, since I have placed the movieclip(animation) on every frame. How could I do this more efficiently and still acchieve animation between each frame? I have included a ripped version of the fla. , since the attachment limit here is pretty low. In the file the video - files and the picture files have been removed, but the rotate... mc's(animation) are placed in the interanim Layer and the Menustate Layer, on each frame.