Hi Cedric,
Thanks for answering.
This is a puzzle game, so tiles do not dissapear outside
the stage. They are removed with removeMovieClip when
necessary. There are 20-35 tiles on the stage at the same time.
Each tile is a movieclip with 10 different frames and each frame
has another movieclip inside, consisting of another 9-10 frames.
And then again each of the latter frames has a movieclip with an animation.
At any given time a tile is static and sometimes the (last mentioned)
animation plays. Even without the animation though, the game used
to slow down.
Everything in a tile is a vector graphic and the "mother" tile movieclip
has cacheAsBitmap = true.
I have disabled (I don't load them at all) all sounds intentionally
and the memory still jumps up.
Dimitrios
----- Original Message -----
From: "Cedric Muller" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <[email protected]>
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener
how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries of
the visible area ?
because such memory size must have something to do with bitmaps or
sounds ....
??
Cedric
Thank you for the suggestions Hans.
I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.
The memory when it's running slower 6-7MBs
more than when running fast. (46MB -> 52MB)
I've tried digging in with xray before, I guess
I'll do it again.
Any other thoughts anyone?
Dimitrios
----- Original Message ----- From: "Hans Wichman" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <[email protected]>
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener
Hi,
using the delegates itself should not lead to problems i think, at
least i did some tests with this and garbage collection, and i didnt
need to do anything special to delete delegates or something. One
instance where problems might occur is for example fwhere you use
Key.addListener Mouse.addListener etc and you dont remove these
listeners properly. If the memory usage when the game is running
slower doesnt really differ from when its running faster, you might
wanna delve into your program deeper with a tool like xray or
something.
Another option would be to disable parts of your engine ofcourse to
try and narrow it down.
tough one, i'll take a look at your engine when i have the time,
thanks for the link!
greetz
Hans
At 11:39 AM 12/15/2005, you wrote:
Hello Hans,
I've been testing the game with the taskmanager open for
several hours.
I'm not using a textfield to debug anything at the moment.
The memory is going up, but not consistently. The game has many
backgrounds and tilesets (complete themes) but I use only one of each
theoughout my tests, to keep the parameters minimum.
Sometimes the memory adds up 2MB, for no apparent reason
when a level is finished and the game moves to the next level. And
other
times (which is more often) the memory does not increase from level
to level.
Also, during a level sometimes there are a few KBs added.
I'm thinking that maybe objects are not garbage-collected because of
the Delegates.
I think this has been discussed before, but I can't recall a
definate answer
if this is a problem and what is a possible solution.
The framework is not open source and it's not a commercial product
(at least not yet).
If you like, you can see a game I built with it at
http://www.total-eclipse.gr/academy-of-magic-word-spells/
Dimitrios Bendilas
----- Original Message ----- From: "Hans Wichman" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <[email protected]>
Sent: Thursday, December 15, 2005 12:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener
Have you tried opening the taskmanager to see if your memory is
hogging?
The game im working on slows down as well, but this is simply becoz
im printin debug info to a textfield (will be replaced with xray
;)) and this takes longer to update as the contents get bigger. A
game should not slow down, no matter the approach u take.
As a side note is it a commercial framework/opensource etc?
greetz
Hans
At 11:03 AM 12/15/2005, you wrote:
Hello everyone,
I have built a big, complex framework for creating 2D games in
Flash.
I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.
The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent =
Delegate.create(this, ....))
The use of Delegates is very common throughout the framework. I'm
using the Delegate
version that supports parameters too, so I often pass complete
instances of complex objects
as parameters.
I have tried to use .destroy() on everything I can, so that
objects get deleted from memory.
Do you think the framework could benefit from an
eventListener-system approach instead of callbacks?
Will I be able to make the slow-down dissapear or decrease?
Any thoughts would be very welcome.
Thanks!
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