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Thread: [RESOLVED] Why is my game slowing dooooowwwwn

  1. #1
    talk to the hand! Never_land:('s Avatar
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    resolved [RESOLVED] Why is my game slowing dooooowwwwn

    here's the beta of my game
    http://board.flashkit.com/board/showthread.php?t=790260
    direct link: http://insaneangel-fernando.devianta...BETA-121657073
    I just noticed that the after some use the game starts to slow down,
    I made sure of using only one enterframe, deleting all particles, and optimized the code all I could.

    can anyone help me identify this problem, or delete the garbage collector or wathever it is that creates this unknown lag.

    the lag can be noticed in the opening of each level, you play or leave the thing open for a while and Boom sudden lag.

    I wasn't going to show the game to anyone till it was complete but this is critical for me.
    Last edited by Never_land:(; 05-06-2009 at 04:35 PM.

  2. #2
    Hype over content... Squize's Avatar
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    I'm not sure what to suggest mate. I would say it's where you're not killing things off correctly after you've created them, but if you're sure it's not that then I really don't know.

    10 meg or so ? Man that's a big piece of music, love the title screen effects though.

    Squize.

  3. #3
    talk to the hand! Never_land:('s Avatar
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    no it has 4 different tracks
    I'm still banging my head against the wall, looking what the problem might be, nothing produces a trace when deleted so it has to be something else.
    thanks

  4. #4
    Hype over content... Squize's Avatar
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    Creating lots of big bitmaps and not disposing them correctly ?

    Squize.

  5. #5
    Funkalicious TOdorus's Avatar
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    Quote Originally Posted by Squize View Post
    Creating lots of big bitmaps and not disposing them correctly ?

    Squize.
    Don't think so, that would show up in the memory usage. Can't say that the game uses That much.

    On startup I got this:

    TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Stage@7db2b51 to flash.display.MovieClip.
    at magnetiZR_fla::Symbol7_14/
    ()

  6. #6
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    Are you using object pooling ? It helped me to speed up my shmup a lot.

  7. #7
    talk to the hand! Never_land:('s Avatar
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    the background is tween animated I think I found where the problem concentrates, it has something to do with the shooting of the ink.
    The game only slows down if you shoot, the thing I still don't understand is that I created all the shooting particles(200) inside a MC at the start of the game and then control them individually,

    This is how I make them

    var launcher:Array=new Array();
    var launcher_a:Array=new Array();
    var launcher_b:Array=new Array();
    var launcher_c:Array=new Array();
    var launcher_d:Array=new Array();
    var changer:int=0;
    var bolt_maker:MovieClip=new MovieClip();
    for (i=0; i<200; i++) {
    bolt_maker=new bolt_obj;
    bolt_maker.visible=false;
    bolt_pool.addChild(bolt_maker);
    launcher.push(bolt_maker);
    bolt_maker.y=shooter.y;*/
    switch (changer) {
    case 0 :
    launcher_a.push(bolt_maker);
    changer=1;
    break;
    case 1 :
    launcher_b.push(bolt_maker);
    changer=2;
    break;
    case 2 :
    launcher_c.push(bolt_maker);
    changer=3;
    break;
    case 3 :
    launcher_d.push(bolt_maker);
    changer=0;
    break;
    }
    }
    This is how I launch them
    if (fire) {
    launch=false;
    if (lead+1<7) {
    lead++;
    if (activated_a) {
    launcher_a[lead].rotation=shooter1.rotation;
    launcher_a[lead].x=shooter1.x;
    launcher_a[lead].y=shooter1.y;
    launcher_a[lead].gotoAndStop(int(Math.random()*31)+1);
    launcher_a[lead].transform.colorTransform=color1;
    launcher_a[lead].visible=true;
    launcher_a[lead].id=1;
    shooter1.animator.play();
    if (shooter1.currentFrame<37) {
    shooter1.gotoAndPlay(38);
    }
    }
    if (activated_b) {
    launcher_b[lead].rotation=shooter2.rotation;
    launcher_b[lead].x=shooter2.x;
    launcher_b[lead].y=shooter2.y;
    launcher_b[lead].gotoAndStop(int(Math.random()*31)+1);
    launcher_b[lead].transform.colorTransform=color2;
    launcher_b[lead].visible=true;
    launcher_b[lead].id=2;
    shooter2.animator.play();
    if (shooter2.currentFrame<37) {
    shooter2.gotoAndPlay(38);
    }
    }
    if (activated_c) {
    launcher_c[lead].rotation=shooter3.rotation;
    launcher_c[lead].x=shooter3.x;
    launcher_c[lead].y=shooter3.y;
    launcher_c[lead].gotoAndStop(int(Math.random()*31)+1);
    launcher_c[lead].transform.colorTransform=color3;
    launcher_c[lead].visible=true;
    launcher_c[lead].id=3;
    shooter3.animator.play();
    if (shooter3.currentFrame<37) {
    shooter3.gotoAndPlay(38);
    }
    }
    if (activated_d) {
    launcher_d[lead].rotation=shooter4.rotation;
    launcher_d[lead].x=shooter4.x;
    launcher_d[lead].y=shooter4.y;

    launcher_d[lead].gotoAndStop(int(Math.random()*31)+1);
    launcher_d[lead].transform.colorTransform=color4;
    launcher_d[lead].visible=true;
    launcher_d[lead].id=4;
    shooter4.animator.play();
    if (shooter4.currentFrame<37) {
    shooter4.gotoAndPlay(38);
    }
    }
    } else {
    fire=false;
    }
    }
    The rest is my magnetic algorithm.

    This is how the game looks like in frames

  8. #8
    M.D. mr_malee's Avatar
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    holy shmoly guacamole. I have never seen a time line like that before.
    lather yourself up with soap - soap arcade

  9. #9
    Hype over content... Squize's Avatar
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    That's a sequencer rather than a timeline.

    "Don't think so, that would show up in the memory usage."

    True, I was just grasping at straws.

    Squize.

  10. #10
    talk to the hand! Never_land:('s Avatar
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    fixed it, it was a stupid glow filter gone wrong.

  11. #11
    Pumpkin Carving 2008 ImprisonedPride's Avatar
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    Game never slowed down when shooting ink, but comes to almost a complete stop on level intros.
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  12. #12
    Now tell me whos watchin...... samvillian's Avatar
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    Quote Originally Posted by mr_malee View Post
    holy shmoly guacamole. I have never seen a time line like that before.
    hahahahahahahahha

    That's exactly what was going through my head when I saw that pic lol. My eyes expanded 50x its size. Seriously though.... theres gotta be a more efficient way to organize that. like movieclips...


    This smiley about sums it up.
    If the only tool you have is a hammer, you tend to see every problem as a nail.

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  13. #13
    talk to the hand! Never_land:('s Avatar
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    come on it can't be that disorganized, I named most of the layers.
    "leap a loop" looks very similar and work fine

    "Game never slowed down when shooting ink, but comes to almost a complete stop on level intros."
    you need to shoot ink for it to start to slow down.
    Last edited by Never_land:(; 05-07-2009 at 12:33 AM. Reason: imba is in inside your soul overrating everything

  14. #14
    talk to the hand! Never_land:('s Avatar
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    now my biggest issue is level design T_T, anyone has an idea pm me.
    the game also has portal magnets, color changing magnets.
    I do have a bunch of levels designed, if someone comes up with a beter idea I'd rather use the better idea.

    good night
    Last edited by Never_land:(; 05-07-2009 at 01:57 AM. Reason: I AM YOUR WORST NIGHTMARE

  15. #15
    talk to the hand! Never_land:('s Avatar
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    yeah forget last post.

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