My game starts to slow down when you play it more than 2 minutes or so. Not adding the enemy bullets seems to solve the issue, but I'm sure there's nothing wrong with my bullet class![code]...
I am almost finished with this flash game, but when I test it the game slows down overtime. I've read the script over and over. Tried to comment parts out of the script, but it still slows down.[code]...
I recently finished a game that I was really excited about. But when I publish it and try to play the published .html file - or if I upload the .swf file to a website and play the game from there - nearly everything is slowed down to the point of the game becoming unplayable. When I test the movie in Flash CS4 itself, it works fine.It's a fairly big game, mostly due to music. However, the problem still occurs if I remove all the music and sound files. I read that a preloader could solve such problems, but it didn't. Originally I thought that the framerate was slowing, but it wasn't.
My game is rather dependant on dynamic text fields, for giving players in game hints, signalling to them how far they've progressed (round/wave), how many points they've scored for destroying an enemy ect.
It's come to my attention that, the game lags whenever I update these dynamic text boxes. This happens particularly with the in game messages, (black glow filter) that fade in and out. Without any dynamic text messages at all, the game seems to run fine even on battery saving mode/slow computers.
Is there anyway to keep the dynamic text and get rid of the lag? I think I've tried all the different options for the textfields (I'm using CS4):Character Embedding Bitmap/Antialiazed text (Bitmap works slightly better) Multiline/single line Non selectable [URL]..
I don't know which is the best way to explain this, but I am making an accordion-style xml menu and I would like to position my items from left to right so that their "x" and "alpha" property increase gradually, as if it was calculated from Strong.easeIn, if you know what i mean.How would one go about this in actionscript?
I'm creating an animation where I want to simulate the increased velocity of particles with increased temperature. I was planning to just gradually have fewer frames per distance travelled on the screen, but I thought I'd check here to see if there's a less tedious way of doing this.
I want to create a Flash or animated video that starts with a red dot on a black background. Gradually the dot increases in size and is actually text which says something such as "Buy American". How can this be done?
I have a MovieClip, "my_mc", that is hidden and shown when you MouseOver a grey block that is on the stage, similar to a tool tip. Inside of this MovieClip is a TextField, "my_textbox", and another MovieClip, "my_box". "my_box" is underneath the textbox and will hold the graphics for the tooltip.
What I am trying to do is add a Sprite to "my_box" and set it's alpha to 50%, or 0.5 AS3. Well, I accomplished doing this, however, when you Mouse Out then Mouse Over again, the alpha increases by 50%, to what seems 75% alpha now, instead of staying at 50%. Do it again and it goes up another 50%, so on and so forth.
I have tried setting the "my_box" alpha, as well as the alpha of the Sprite that is drawn inside, and it still does it. Also another piece of info, when I trace the alpha, I get 0.5, even though it appears to be solid red on screen, after a few MouseOver/MouseOuts. The source files are attached, but for those who don't want to download, here is the AS3 code:
I'm trying to create a puzzle/platform game where the environment flips (180 degrees) rotates (90 degrees) by increments when the player touches a power-up so to speak. The code I have for the power-up is:
onClipEvent (enterFrame) { if (_root.powerup, hitTest(_root.player)) { gotoAndStop(2);
Im trying to load an external swf(a gallery of images) and I want the images to show up on the website as they load so for example if the swf is 10% loaded, it should have loaded a few images but they dont show up unitl the external swf is 100% loaded
So instead of the viewer having to wait until the external swf is 100% loaded, I want the viewer to be able to see the images of the external swf as they load.
I just need to gradually attach mc one by one into stage then get bounce...What I have so far is I just attach the all the total mc simultaneously..so how's to attach one by one then get bounce...
Here's the code... springSpeed = .9; springDamp = .6; xscale = 120; yscale = 120; function bounce() { [Code] .....
I've been searching all over for an answer to this, but have not had much luck. I have an .xml file that loads its data into a DataGrid. However, I don't want all the data to load up at once. I would like it to load the first five records, and after x amount of seconds fade out and fade in with the next five records.
What do I use to blur a sliding picture? I want it to blur gradually as the motion of the picture increases. I have BlurFilter on right now, within the btn function that evokes the picture motion, but it obviously just immediately blurs the picture upon btn activation and doesn't do it gradually.
I understand that filters can not be tween'd with tween (except tween lite - but I don't want to use this).
I found something on [URL]..3-0-a.html but can't seem to adapt it to my code.
I'm totally new to ActionScript and don't really know what I'm doing yet! I have an assignment due Thursday and one of the things I'm currently stuck on is: I'm trying to get the water in a beach scene to gradually move down the screen until it fills the screen (and then the game will be over). At the moment I'm trying to do this using a timer event, is this right?
Is it possible to get a 'feathered' mask in Flash CS4 where the edges of the mask gradually transition to 0 alpha? I tried to set this up by creating drawing a shape with the pen tool, turning into a movieclip, then filling the original outline with a white (or lime green) center to black on outside, with the outside fading to an alpha value of zero. When I apply this as a mask, however, the borders are completely sharp rather than the layer below being 'partially' masked.
We have created an interactive Touchscreen using flash CS4 - [URL]
The Touchscreen is already in the showroom. Every morning it is restarted. By midday the whole application slows down to the point were it becomes very slow. I presume this is a caching problem. In order to resolve this we close down IE and restart it (playing the SWF file through Internet Explore on full screen mode). Once it has restarted it plays at the correct speed.
I have thought about setting up windows 7 to reboot IE and have the flash file restart every few hours however a client may be navigating through the display when it reboots it self. I would prefer to avoid this if possible.
I have a setup where I'm handling the enterFrame event of my application. In the handler, I draw two rectangles (one fullscreen, one small orbiting one) using the graphics member of an mx.containers.Canvas object.
After a few minutes of execution, the app slows down substantially. Given enough time, it will come to a lowly crawl. I get the same result regardless of release/debug build on chrome, IE, and Firefox using Flash Player 10.1. Presented below is the Flex project in question:
My actual project I need a event configuration wherein I can hold a keyboard key down and move mouse. While trying to implement this, I recognized that the flashplayer begins to lag, saving actions in buffer and playback them when the KEY_DOWN event is already over...
For example I have a PHP Code: stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler, false, 0, true);
And in the handler I got only this: PHP Code: private function keyDownHandler(event:KeyboardEvent):void { if (event.keyCode == 88) manoverDrive = true; }
I also do have a PHP Code: stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
In this enterFrame I do animation for a movieclip that is animated regarding the mouse and keyboard action and events. Now when I hold down any kind of key the animation of this moviclip gets slown down if I hold down the key for 10 seconds and then lift the keyboard key the mouse movements I made before gets somehow saved and the animation got a playback of the mouse movements. I removed the keyboard eventlistener and the behaviour stays. Is that an official flash player Bug?
I have a large ArrayCollection that need to be displayed in series of Datagrid.After testing, the loading time is around 30secs-1minute.My question here, is there a way to gradually add each datagrid and display it instead of waiting until all datagrids to fully created?Existing :
I am making a demo where an object is moved around the screen with a line tracing its movement. The speed of this noticeably slows down over time. I tried it both with an enterFrame and by setting an interval. I imagine it has something to do with the graphics class vector drawing and garbage collection. Here is a simplified version for demo/testing. If you run it you will see the line drawing slow down over time. Is there a way to achieve it without the slow down?
I read somewhere of a technique where you use the bitmap data class to draw on a stage-sized bitmap.(I've never programmed the bitmap data class before).
Here is the code:
code: var lineX:Number = 100; var lineY:Number = 100; var deltaX:Number = 10; var deltaY:Number = 10; var lineDrawing:MovieClip = new MovieClip(); this.addChild(lineDrawing);
Does anyone know what would make a movie slow down the longer it is open. Theres nothing that I can think of this is constantly running, but after about 15 minutes of the website being open it slows down almost unresponsive.
I did the following code. I know it's horribly written, but it's only a box with two combo boxes and a textinput bellow being added to a VBox, whose id is "garage". The problem, is that, however I do it, when I open the combo box the program slows down so much it's unbearable to use it any longer. I'd like to know if you have any idea on what's behind the ComboBox and the possible causes for this "slowing down" when I open the ComboBox..
I've made this flash intro:[url].....(make sure you get the Dutch version to see it).It works fine, but after a couple of minutes, playback starts to slow down and it gets slower and slower. It's a simple looping timeline slideshow. I figured that perhaps of the looping, new instances of the slides are created every time, so I added this to my code, to remove a slide after it has faded out:
It doesn't make a difference.Removing the large bitmap images doesn't make it better either.Playback in FF and IE slows down faster than in the desktop flash player.
I had to write a script that pulls image names out of a mysql database and load them into a flash. It's some kind of slide show, 2 movie clips objects that go from left to right and when one reaches the end of the main frame borders then go back to starting position, change its picture and go from left to right again. I think that problem might be some memory leak (from the Loader). i have to finish this project ASAP.This is the script: