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Thread: Optimum framerate for Flash

  1. #11
    Clickteam Clickteam
    Danny's Avatar
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    Optimization starts exactly when design of the game ends.
    If this is your outlook on game development from an authoring tool exporting to a secondary platform then this is possibly the worst quote in development history!

    But lets look for a practical solution here!

    Any ideas?
    Based on your first quote and seeing as though I cannot simulate your issue I'm afraid the answer has to be... no.
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  2. #12
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    I'm using build 255, so AFAIK I'm up to date. I'm still confused by these things:

    Quote Originally Posted by ByteDex View Post
    AFAIK nothing to do with framerate and/or delta timing that is contained within the runtime...
    Let's be totally clear on this - there's no delta time functionality outside of Machine Independent Speed or implementing it manually, is there?

    Quote Originally Posted by ByteDex View Post
    I've made games that run at 30fps, the same compiled version at 60fps. The only absolute difference I see or feel are timer-based movements affected. That is it.
    Are you talking about running the same game at different framerates without any compensation? Surely timer based movements (and anything else measured by the timer) are the one thing that won't run at half-speed at the lower framerate. (Sorry, totally lost here!)

    I'm sorry if this back-and-forth is a little unproductive, I really do appreciate the input. I'll be out for a few hours now. Many thanks!

  3. #13
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    Quote Originally Posted by ByteDex View Post
    If this is your outlook on game development from an authoring tool exporting to a secondary platform then this is possibly the worst quote in development history!
    Actually Mr.ByteDex, it's my outlook on how to optimize a game to run better, maintaining quality and design as a priority.

    Why...if you believe maintaining quality is the worst thing a man can suggest in game development history, I'm afraid that speaks volumes of you!

  4. #14
    Clickteam Clickteam
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    Duncansby, yes I need to reiterate that, timer-based movement gives the opposite effect so if the game lags the movement stays on-par.

    You cannot directly change the FPS of the SWF, AFAIK the one you set in the app properties has something to do with your own defined loop and not the runtime loop. I'm not entirely sure what/where/why or how but I got this from my developments and what other developers know, I think it was LB.

    Unfortunately we cannot 'check' machine-independent speed and one can only assume this is a function exclusively to the PC/HWA runtime. That would kinda explain the reason for not being able to modify the actual frame rate of the compiled swf. I believe that is determined by the flash runtime from clickteam. I'm not entirely sure but that is my best guess.

    If you throw me a link to your game I can take a look my end? If you want to delve deeper we can take a direct look at the MFA and try to narrow it down further. By optimisation I meant the maximum we can do is optimisation by authoring via MMF, we cannot alter the runtime so we're limited to what optimisations we can do event wise and resource-wise including but not limited to graphics and sound. I can honestly say I have never had an issue with any SWF in terms of lag yet but maybe that is down to experience and I now ensure my code is optimised AS I code and not just create a mess then try clean it up later on.

    Let me know and I'll try and assist where possible...
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  5. #15
    Clicker

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    I always have huge problems with performance when exporting a exe game to flash in performance. I use a lot of alpha channels and small "details" but this game I am currently working on was lagging very much in 60Fps. I changed it down to 30Fps and now it is more stable (even though i can see the difference in smoothness in 30 vs 60 fps :/ )

    pico.jpg

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