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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