Simple question really - Could somebody please explain to me exactly how the 'Load On Call' on objects works within MMF?
Thank you![]()





Simple question really - Could somebody please explain to me exactly how the 'Load On Call' on objects works within MMF?
Thank you![]()

From the MMF2 help file:
Load on call
This option saves memory, and accelerates loading time of big frames. If unchecked (default option), all the object's data are loaded at the beginning of the frame. For big objects on CD-ROM this can create a small delay when the frame appears.
If checked, and if the object is not created at the beginning of the frame, the object's data are not loaded at the beginning of the frame. They are only loaded when you create the object in the frame.
I would recommend against using it - the end result is that the frame initially loads slightly faster, but then you may get a sudden drop in framerate during play, when the objects do need to be loaded, which is obviously a lot worse.





I have a flash title that will load and run it's world map screen perfectly fine, until I leave the map by entering a level, or by another option available (such as a score screen). The game will then lock up for a few seconds until it jumps to a new frame. I have been told after asking in the chat that this might be due to the amount of backdrop objects I have in my frame. I was wondering if load on call would benefit me in anyway, but seeing that I am guessing it only works with created objects, not objects already on the frame?
I could do with a way of only loading the objects once they come into view on the players screen. Even though they are already in the frame from the start.

Spike, two things;
1) Load on Call with a Backdrop can actually cause performance issues with flash, as MM said, with actives it will speed up getting into the frame but may cause FPS spikes when the time comes to load.
2) On the frame BEFORE the huge frame, say you have 'Press Start to play' then it hands whilst it loads the huge game level, do this:
Player presses 'Start': Create Active (0,0) - [ Which is to be full screen ]: Next Frame
This active needs to be a fullscreen 'loading' image, this will display whilst the next frame loads giving the user indication of loading instead of just 'hanging'. This little trick works for all exporters.





It is the map screen itself that causes the issue, not the levels within the game. I can jump to those without problems (from other screens), it is only when the map screen ends that the game locks up, and jumping to any frame.. even a blank one, it will only lockup once there is a high memory usage within the browser currently running the game.
IE: If I use firefox with just the game open, I can enter levels quickly, once I open 10 tabs and use 300meg of ram, it locks and takes ages to leave the frame.


I've noticed this, as well. It seems to hang when unloading large frames. I am curious for a solution to this.