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Perhaps it has something to do with your "looped buttons".. I am not exactly sure what you mean by that.. as buttons will continue to respond to key input so long as they are present.. I have not found a need to "loop" keypress buttons..
Other than that.. there could be any number of reasons for a delay in the playback. I have some experience with keypress-driven games, having just written a Tetris clone in Flash, so I would be happy to take a look at the FLA if you would like. Perhaps then I could be of more help.
<EMBED src="/cgi-bin/ubb/Members/sigs/00000205.swf" quality=high WIDTH=500 HEIGHT=50 TYPE="application/x-shockwave-flash" PLUGINSPAGE="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"> </EMBED>
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thanks, perhaps I ought to try no loops. this may just be a hang over from f3, as the zipped fla is still 2meg i'll save you the pleasure of that mail.
thanks
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HI,
my problem is that in most of my games where continuous sensing of looped button (to provide the key input) is used, the initial key press provides a frame of movement.... followed by a pause, then smooth flowing motion .I've tried a few angles to eliminate this ... no joy.
TIA.
(btw flashzone R.I.P.)
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