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May 21, 2013, 08:21:05 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Technical question about heavy flash games
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airman4
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« on: April 26, 2012, 09:00:48 AM »

Hi

I'm currently developping my first real game , the game is about 14.6 mo and it's a flash game
It seems to be heavy for a flash game

Unfortunetly for the moment i'm only confident with flash AS 3 for programming a game so i'm sticking with it and stencylworks (the engine who help me designing games)

The problem is that my laptop get crazy temperature hot when i try the game and it's like 400 meg on memory with easily 10 or 20 % for the processor...

So i was wondering , did you ever developped kinda a game like that ? did you played a flash game heavy like that ? It was annoying ?
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Udderdude
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« Reply #1 on: April 26, 2012, 09:44:03 AM »

Not too sure about optimizing stencylworks, since I work directly with AS 3.  But I do know that getting a low CPU usage out of a Flash game takes a lot of optimization and careful resource management.  Kind of sucks, but that's Flash for you.
« Last Edit: April 26, 2012, 12:16:15 PM by Udderdude » Logged
Moczan
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« Reply #2 on: April 26, 2012, 10:31:52 AM »

Just because the filesize is 14 mb doesn't make it heavy. You should really check out what causes the performance bottleneck and try to optimize. 99% of the times it's rendering or unoptimized algorithm that runs every frame (collision checks mainly).
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omgnoseat
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« Reply #3 on: April 26, 2012, 11:14:33 AM »

You should try to find a profiler. I don't know any for actionscript. But using a profiler in a c# project showed some major (but easy to fix) bottlenecks.
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Fallsburg
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« Reply #4 on: April 26, 2012, 12:07:27 PM »

Profilers are a dreadful thing in the world of Flash.  Easily the worst thing about developing in Flash.
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airman4
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« Reply #5 on: April 26, 2012, 01:05:44 PM »

Not too sure about optimizing stencylworks, since I work directly with AS 3.  But I do know that getting a low CPU usage out of a Flash game takes a lot of optimization and careful resource management.  Kind of sucks, but that's Flash for you.

I see

I didnt started to optimize fully my game right now, i optimize here and here while developing.

And my complaints come mostly from Run test games not after compilation game.

thanks for the info

Moczan
Ok , my game is just about collision stuff yeah (boolean collision and a lot of thing running here and here)
If 14 mb is not big even for a flash then i'm  relieved
So it have to be my game then , so i'll try to optimize as much i can then .

omgnoseat and Fallsburg

Guys , never heard of profilers (sorry for my english)
What is all about ? , they are Beta testers or something ? why it is bad ?

anyway here is the screen of a test run of my game


look at flash 10 win something
I have 4 go of mem
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EdgeOfProphecy
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« Reply #6 on: April 26, 2012, 02:47:17 PM »

How's your game's framerate?  Is it below your target level?  If it isn't, I probably wouldn't worry about things too much.

A profiler is a tool that's used to analyze the performance of a program while you develop it.  Typically, you run the program with the profiler enabled and you'll see a detailed breakdown of information about resource usage in the program, CPU usage, memory usage, GPU usage, number of allocations/deallocations, number of draw calls processed by the GPU, etc.  Most profilers break down your running program into individual function calls and tell you how much time those function calls are consuming.

They're very useful tools if you feel that your program is not performing well.  Using a profiler can often give you a good idea of where specifically in the program performance is suffering.  If you don't use one, you just have to use your intuition or try to reason things out, which can be time consuming and a lot less accurate.
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airman4
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« Reply #7 on: April 26, 2012, 04:32:39 PM »

I see

Thanks for the info on profiler

I'll seriously consider it.

Since my computer shut down (toshiba a660 satellite I7 ) when i use the program or flash too much (wich is weird )
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Fallsburg
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« Reply #8 on: April 26, 2012, 06:14:47 PM »

Flash always seems to take a lot of resources even when it isn't using them, so unless you start slowing down, I wouldn't worry.
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st33d
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« Reply #9 on: April 27, 2012, 06:17:00 AM »

14.6mb?

Have you got uncompressed music in there or something?
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airman4
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« Reply #10 on: April 28, 2012, 04:06:20 AM »

14.6mb?

Have you got uncompressed music in there or something?

Hi !

Nope

Like i said , for az platformer it's kinda massive
I sound cocky and vanish but i swear there is a lot of stuff i think.
Like 900 actors , more than 600 little codes and more than 300 scenes...
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Moczan
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« Reply #11 on: April 28, 2012, 06:15:42 AM »

Profilers are a dreadful thing in the world of Flash.  Easily the worst thing about developing in Flash.

Not sure what you mean by dreadful but, The Miner http://www.sociodox.com/theminer/ (previously known as Preload Profiler) is good enough for profiling Flash games, finding stuff like memory leaks, function performance bottlenecks etc. It even provides hooks for MonsterDebugger, which is an awesome tool too.

What key features it lacks compared to profilers/debuggers from other languages?
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Paul Eres
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« Reply #12 on: April 28, 2012, 06:29:56 AM »

is 14mb really considered "massive" for a flash game? that seems pretty small; i haven't made a game smaller than 14mb since the 90s, even in flash

it's like time is reversing itself

in the 80s: games were 10mb
in the 90s: 100mb
in the 00s: 10000mb
in the 10s: back to 10mb??
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rivon
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« Reply #13 on: April 28, 2012, 06:46:22 AM »

Flash game... 10000MB? Get your facts straight...
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Paul Eres
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« Reply #14 on: April 28, 2012, 06:49:06 AM »

why would it be any different with flash than any other language? not all flash games are browser based, there are plenty of big flash games that are not browser based. look at dofus for instance, an online mmorpg made in flash, it's like 2gb big
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