[CS3] Help With Lagging Frames
Hi,
First I want to start off with Thanking everyone who helps out. It means a lot to me!!
Second, here is my issue.
I am creating a training course in flash. I have 9 different .fla files ( the reason for this is because if it was all put in one, then the file size would be too big for any computer to handle), which go in this order:
Intro - just a brief intro for the course
Section 1 - Each section consists of a different topic that has streaming audio for the narrator. At the end of the topic (each about 15 - 20 mins long) there is a short pre-test that consists of 4-5 questions. Each section at the end of the pre-test has a button that links it to the next section which is a different .fla file.
Section 2
Section3
Section4
Section 5
Section6
Section 7
Final - 20 multiple choice questions related to the above topics.
Now, the problem: When I start viewing any file in Mozilla or IE the first one runs through the topics and narration fine, then the test works fine but then once you click the button to bring you to the next section (which is a new .fla file) the frames seem to stand still while the narration just keeps on talking. Then once the narration is finished and the flash file itself keeps running until it is at the ending, the pre-test comes up, and the pre-test will not work. It does not matter which multiple choice answer you pick, it will not advance to the next question.
When you run each of the publish .fla's themselves, they working flawlessly, how ever altogether they do not work so well!
Any ideas?? Thanks again in advance!!
jemma.jemma
FlashKit > Flash Help > Flash General Help
Posted on: 09-25-2008, 12:15 PM
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Help With Frames Lagging
Hi,
First I want to start off with Thanking everyone who helps out. It means a lot to me!!
Second, here is my issue.
I am creating a training course in flash. I have 9 different .fla files ( the reason for this is because if it was all put in one, then the file size would be too big for any computer to handle), which go in this order:
Intro - just a brief intro for the course
Section 1 - Each section consists of a different topic that has streaming audio for the narrator. At the end of the topic (each about 15 - 20 mins long) there is a short pre-test that consists of 4-5 questions. Each section at the end of the pre-test has a button that links it to the next section which is a different .fla file.
Section 2
Section3
Section4
Section 5
Section6
Section 7
Final - 20 multiple choice questions related to the above topics.
Now, the problem: When I start viewing any file in Mozilla or IE the first one runs through the topics and narration fine, then the test works fine but then once you click the button to bring you to the next section (which is a new .fla file) the frames seem to stand still while the narration just keeps on talking. Then once the narration is finished and the flash file itself keeps running until it is at the ending, the pre-test comes up, and the pre-test will not work. It does not matter which multiple choice answer you pick, it will not advance to the next question.
When you run each of the publish .fla's themselves, they working flawlessly, how ever altogether they do not work so well!
Any ideas?? Thanks again in advance!!
jemma.jemma
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www.axiomflash.com
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Hey guys.
Well i was just wondering if ne one new how to get the best performence out of a flash 8 project.
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P.s its quite a big fla im working on its around the 20mb area this is a large project sim im making and i need to get the best smoothest performence out of it i can.
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Hi everyone,
My tweens are lagging! Not right away....after about 5 minutes they start to slow down and after a couple of minutes, it really gets noticable.
I have a mask made up of approx. 20 little circles which grow over 0.6 seconds, making a nice mask transition. The mask is assigned to four seperate movieclips on the stage.
I have a timer, so every 5 seconds, a new image is loaded into each of the four movieclips with the masks, and the masks tweens are executed. So that's 80 tweens which fire off at once.
Instead of creating a new tween for each little circle every single time, I have created the initial set of required tweens, and I reuse them by stopping and rewinding them.
I thought this might be something to do with the images cluttering up my swf when I add them in each time. So I have set my code up to remove the last image added just after I add the new one.
Why is my movie lagging? Yes, 80 tweens is a lot...but I only ever create 80 tweens one single time and reuse them. For the first while, the swf handles everything just fine...it isn't until 5 minutes or so when things start slowing down. Please take a look at this code, and tell me if I am missing anything...
ActionScript Code:
package{
import flash.display.MovieClip;
import flash.display.Bitmap;
import flash.utils.Timer;
import fl.transitions.easing.*;
import flash.text.*;
import flash.net.*;
import flash.events.*;
import fl.transitions.TweenEvent;
import fl.transitions.Tween;
import flash.display.LoaderInfo;
import flash.display.Loader;
public class About extends Page{
public var aboutText:MovieClip;
public var aboutImg1:MovieClip = new aboutusimg;
public var aboutImg2:MovieClip = new aboutusimg;
public var aboutImg3:MovieClip = new aboutusimg;
public var aboutImg4:MovieClip = new aboutusimg;
public var myXML:XML;
public var XmlUrl:URLRequest = new URLRequest("aboutus.xml");
public var loader:URLLoader = new URLLoader(XmlUrl);
public var aboutusImgs:Array = new Array();
public var randomArray:Array = new Array();
public var loaderArray:Array = new Array();
public var urlArray:Array = new Array();
public var loader1:Loader = new Loader();
public var loader2:Loader = new Loader();
public var loader3:Loader = new Loader();
public var loader4:Loader = new Loader();
public var counter:Number = 0;
public var counterArray:Array = new Array();
public var imageSwap:Timer = new Timer(5000);
public var maskArrayX1:Array = new Array();
public var maskArrayX2:Array = new Array();
public var maskArrayY1:Array = new Array();
public var maskArrayY2:Array = new Array();
public var maskArrayX3:Array = new Array();
public var maskArrayX4:Array = new Array();
public var maskArrayY3:Array = new Array();
public var maskArrayY4:Array = new Array();
public var theMask1:MovieClip;
public var theMask2:MovieClip;
public var theMask3:MovieClip;
public var theMask4:MovieClip;
public var numberCounter:Number = 0;
public var aboutImgArray:Array = new Array();
public var loaderContent1:Bitmap;
public var loaderContent2:Bitmap;
public var loaderContent3:Bitmap;
public var loaderContent4:Bitmap;
var counterTest:Number = 0;
public function About(theContent:MovieClip, linkTitle:String, pageBg:MovieClip){
super(theContent, linkTitle, pageBg);
aboutText = new aboutustext;
aboutText.y = 1;
aboutText.x = 130;
_pageBg.addChild(aboutText);
_pageBg.addChild(aboutImg1);
_pageBg.addChild(aboutImg2);
_pageBg.addChild(aboutImg3);
_pageBg.addChild(aboutImg4);
aboutImgArray[0] = aboutImg1;
aboutImgArray[1] = aboutImg2;
aboutImgArray[2] = aboutImg3;
aboutImgArray[3] = aboutImg4;
aboutImg1.y = 1;
aboutImg2.y = 1;
aboutImg3.y = 1;
aboutImg4.y = 1;
aboutImg1.x = 40;
aboutImg2.x = 681;
aboutImg3.x = 681 + 95;
aboutImg4.x = 681 + 95 + 95;
//For each container "aboutImg"...
for(var j:int; j < aboutImgArray.length; j++){
//Assign appropriate array
var currentArrayX:Array = this["maskArrayX" + (j+1)];
var currentArrayY:Array = this["maskArrayY" + (j+1)];
//For each circle in the mask...
for (var i:int = 0; i < aboutImg1.maskContainer.maskCircles.numChildren; i++){
//Ensure child is a movieclip
if (aboutImg1.maskContainer.maskCircles.getChildAt(i) is MovieClip){
var test = this["aboutImg" + (j+1)].maskContainer.maskCircles.getChildAt(i);
//Push tweens to arrays
currentArrayX.push(new Tween(test, "width", Regular.easeIn, 0, 60, 1.5, true));
currentArrayY.push(new Tween(test, "height", Regular.easeIn, 0, 60, 1.5, true));
currentArrayX[i].stop();
currentArrayX[i].rewind();
currentArrayY[i].stop();
currentArrayY[i].rewind();
};
}
}
loader.addEventListener(Event.COMPLETE, loadXml);
}
public function loadXml(event:Event):void {
if(loader.data) {
//Assign myXML as the loaded xml
myXML = XML(loader.data);
}
var xmlLength = myXML.children().length();
//Assign all images into an array
for(var i = 0; i < xmlLength; i++) {
aboutusImgs.push(myXML.image[i]);
}
//Randomize the array...
while(aboutusImgs.length > 0){
var r:int = Math.floor(Math.random()*aboutusImgs.length);
randomArray.push(aboutusImgs[r]);
aboutusImgs.splice(r, 1);
}
trace(randomArray);
//The XML has loaded so we are safe to start the image swap timer
imageSwap.start();
imageSwap.addEventListener(TimerEvent.TIMER, swapImage);
loadImages();
}
public function loadImages(){
//We want to know which images to grab, so we need to keep track of numbers.
for(var i = 0; i < 4; i++){
if(counter < randomArray.length){
counterArray[i] = counter;
counter++;
} else {
counterArray[i] = 0;
counter = 1;
}
urlArray[i] = new URLRequest(randomArray[counterArray[i]]);
loaderArray[i] = new Loader();
loaderArray[i].load(urlArray[i]);
loaderArray[i].contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
}
}
public function loadComplete(ev:Event):void {
var currentNumber:Number = getNumber();
//We are getting the last added image and assigning it to oldContent
if(aboutImgArray[currentNumber-1].maskContainer.container.numChildren != 0){
var oldContent = aboutImgArray[currentNumber-1].maskContainer.container.getChildAt(0);
}
//Assigning new bitmap to the appropriate variable
this["loaderContent" + currentNumber] = Bitmap(ev.target.content);
//Assign loaderContent to the variable above
var loaderContent = this["loaderContent" + currentNumber];
//Remove the old image
if(oldContent){
aboutImgArray[currentNumber-1].maskContainer.container.removeChild(oldContent);
}
//Add the new image
aboutImgArray[currentNumber-1].maskContainer.container.addChild(loaderContent);
//Center the image
loaderContent.x = 0 - ((loaderContent.width - 95)/2);
//Declare the right array to pull tweens from
var currentArrayX:Array = this["maskArrayX" + currentNumber];
var currentArrayY:Array = this["maskArrayY" + currentNumber];
//Start the array
for(var k:int = 0; k < currentArrayX.length; k++){
currentArrayX[k].start();
currentArrayY[k].start();
}
//Event Listener
currentArrayX[0].addEventListener(TweenEvent.MOTION_FINISH, remover);
function remover(ev:TweenEvent):void{
if(oldContent){
aboutImgArray[currentNumber-1].maskContainer.container1.removeChild(oldContent);
}
aboutImgArray[currentNumber-1].maskContainer.container1.addChild(loaderContent);
}
}
public function getNumber():Number {
if(numberCounter < 4) {
numberCounter++;
return numberCounter;
} else {
numberCounter = 1;
return numberCounter;
}
}
public function swapImage(ev:TimerEvent):void {
loadImages();
}
}
}
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Hey guys.
Well i was just wondering if ne one new how to get the best performence out of a flash 8 project.
Coz Im using nothing but pure vector gracphics i draw everything i need in my flash project in flash its self and i have the framerate set at 24fps and say i have a few animations playing and something else with a bit more effect on it plays it lags a bit like the framerate drops or something untill the animation finishes.
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it lags with both exe and swf and ive fiddled with the publish settings but not really gotten ne where so help would be appreiciated.
Thanks for reading hope someone knows why this happens.
P.s its quite a big fla im working on its around the 20mb area this is a large project sim im making and i need to get the best smoothest performence out of it i can.
thanks again
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is it alot of if's? or hitTests? or what? Im wordering beacsue im working on a rather large game and would hate for the finished product to be laggy because i over used a certain command/function. thanks.
E/E
also, how would you go about avoiding using them so you can still accomplish what you need without bogging your game down. thanks
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If Statement Lagging With 30+ Conditions
I need to make an if statement that makes something happen at a lot of certain times. The "times" is based on some of the currant frame it is on. I have it so the frame number is stored in a "leftframe" variable. I also have 30+ conditions in the if statement. Which looks something like
if(leftframe == 4 or leftframe == 60 or leftframe == 1000...)
And so on. The thing is, about a minute into the process, the things that it's supposed to make happen lag. Like if it is supposed to trigger when leftframe = 1300, it might actually trigger on frame 1350. Which adds up and makes the whole process out of sync for where it should be. Is there a way to make this statement less laggy so it will work?
Thanx in advance
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Sound Lagging, Badly
Hey guys
I'm a bit curious, I'm in the making of a game, it has a main intro, and intros for each level. I'm only on the first level and it's pretty graphic intensive. The trouble is, the sound is always really really out of sync, and sometimes, it starts to play the sounds of the next scene before the next scene actually starts. I've tried optimizing it down and altering the quality, but nothing helps.
Just wondered if anyone had any pointers or ideas. Thanks
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Sound Loop Lagging
Hello
I have just finished this website:
http://fitzyphoto.4t.com/
While trying to clean it up and make it more professional I noticed the sound clip that loops in the background takes a half a second to start again, causing it to sound less than perfect. When I play the movie in the flash player it sounds like a continuous loop! Does anyone know why this happens?
Thanks,
Will
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Flash Lagging Out Of Syncronisation
Hi, I have calculated the timing of a 147BPM audio clip to be in sync with a flash animation. I have 20 frames per beat that loop to perform the animation that can be seen at http://damien.palominoweb.com/ .
However, dispite my calculations, the video lags behind the audio when I play it in a browser, and stays almost perfect when played as an executable or in the Flash Development Environment.
Is there a way to stop this lagging so that the animation and audio stay in time?
Below is my forumula I used to work out FPS.
Code:
t = "Tempo in BPM" = 147 BPM
f = "Frames Per Beat" = 20 // there are 20 frames of animation per beat.
FPS = (t/60)*f
= (147/60)*20
= 49 FPS
Any help or advice would be grand!
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Long Lagging Movie
Hey,
I've been making my Flash cartoons for FredtheMonkey.com both longer and more detailed. Well with the latest of the bunch it seems like towards the end it begins to lag and not sync correctly. What the heck am I doing wrong?
I see lots of Flash movies that are very very long in length but don't seem to lag.
Any tips? I tried seaching for something like this on the board seach but it kept freezing up and timing out.
Thanks!
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Lagging A Little When Publishing On Internet..
Hey... I made my first flashmovie (still a bit under work)... but there is a problem... it's not going as smooth as it should... at home it's going 100% smooth but when playing it from internet it goes a bit hacky... here is the movie:
(You have to copy the adress and paste it on the adress field. You can't go to the movie directly.)
www.angelfire.com/wy2/vane505/images/test14.swf
Would appreciate help on how to make it not hack or lagg....
Thank You // Vane
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Movieclip Interrupted Before Its End / Lagging
Hi, this is probably a newbie problem...
On my main timeline, I use a navigation system (a movieclip triggered by a button) that opens and closes and loads other pages. The thing is, whenever it closes, it has to make a particular move to go back to its initial position. Before it reaches the end of its move the requested page is loaded, which creates some kind of lagging, and results in jumping to another page before the sequence is over. On the timeline, the action to load the other page is AFTER the end of the movement, so I don't really understand why it doesnt "wait" until the move is over to load the other pages. I'm looking for a function or something that will make sure the movieclip is played until its end before any other page (either external swfs or another frame on the main timeline) is loaded.
thanks
jips
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Preloader Lagging Question
I'm new to this, but basically I'm having a problem with my animation getting jumpy when it gets to a part where a lot of layers and tweens come in. In the bandwidth profiler it goes pretty high for a couple frames. I tried to spread it out a little but its still getting jumpy there. I tried to set up a preloader but it didn't seem to make a difference. I've tried it on several computers thinking that my computer was just slow.
Is there anyway to make it load all the way ahead of time so it doesn't get jumpy? Should I just try lowering the quality somehow? I'll appreciate any help.
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Lagging Frame Rate
When I upload .swf files online, the rate of the animation seems to drop. This is really annoying as it throws all the timing off. When I view things in Flash MX, or saved as an .swf on my computer, it plays like it should. The animation rate also drops if I upload the .fla and someone else downloads it and views it in Flash MX. Nobody I've asked can figure out why. So... uh... anyone have an ideas why?
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Lagging Frame Rate
When I upload .swf files online, the rate of the animation seems to drop. This is really annoying as it throws all the timing off. When I view things in Flash MX, or saved as an .swf on my computer, it plays like it should. The animation rate also drops if I upload the .fla and someone else downloads it and views it in Flash MX. Nobody I've asked can figure out why. So... uh... anyone have an ideas why?
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Lagging Frame Rate
When I upload .swf files online, the rate of the animation seems to drop. This is really annoying as it throws all the timing off. When I view things in Flash MX, or saved as an .swf on my computer, it plays like it should. The animation rate also drops if I upload the .fla and someone else downloads it and views it in Flash MX. Nobody I've asked can figure out why. So... uh... anyone have an ideas why?
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Slow/Lagging Timers
Hello,
I am coding in AS3 and am experiencing a very laggy Timer that I use to run some simple scaleX/Y animations. When i have a MOUSE_MOVE event listener in the flash, for example, the timer completely pauses while I am moving the mouse, and resumes when I stop moving mouse. Why could this be happening?
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Problem With Lagging & Publishing
How can I reduce the lagging that goes on in my site? I have a preloader and the fps is set to 30, but still it is very very choppy and its frustrating me quite a bit to put it in nicest terms. Another problem that I'm having is with publishing. It looks fine in IE, but in FF its very very small. I published my at 50% x 100% but for some reason FF doesn't seem to want to comply with those settings? Any and all help is greatly appreciated.
Here's the site to give you a feel for what I'm talking about:LINK
Thanks,
Logan
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Problem With Lagging & Publishing
How can I reduce the lagging that goes on in my site? I have a preloader and the fps is set to 30, but still it is very very choppy and its frustrating the hell out of me. Another problem that I'm having is with publishing. It looks fine in IE, but in FF its very very small. I published my at 50% x 100% but for some reason FF doesn't seem to want to comply with those settings? Any and all help is greatly appreciated.
Here's the site to give you a feel for what I'm talking about: LINK
Thanks,
Logan
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Animation Lagging Problems
Hi! I'm having some trouble with animation. For a project, I created a Flash file that has animated buttons and includes a portal which imports swf files and plays them. But if any of those swf files have animation (and they're all supposed to), the animation in the Flash file lags significantly. Like when the buttons are pressed, the animation is sluggish and lags. The animation in the swf files also lag, sometimes, but not usually as bad. I've tried importing all my files with as much compression as possible, and I've tried to lower the amount of animation and the results are only slightly better. I've tried making all of the animations as movie clips instead of putting them in the main timeline but I don't notice a difference. I've reduced jpeg quality to zero, removed audio (there was no audio to begin with), compressed the video. My computer is a little old, but my target audience will likely have computers that are older than mine. What can I do to fix the lag? Thank you so much for your help, I really appreciate it!
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Huge Lagging Problem
I am loading an external .swf file onto my stage. This is the script I am using:
createEmptyMovieClip("village_holder", 1);
village_holder.loadMovie(url, 0);
onEnterFrame = function() {
var bytes_loaded = village_holder.getBytesLoaded();
var bytes_total = village_holder.getBytesTotal();
if(bytes_loaded > 0) {
var percent_loaded = bytes_loaded/bytes_total;
if(percent_loaded == 1) {
nextFrame();
}
}
}
It loads everything great, but it lags so bad when it plays!!! Am I loading everything prperly? The external .swf file is just under 200 kb, but that should be ok, right? I would appreciate any help if there is a way to prevent lagging. maybe a way to ask for more ram from the computer?
I really need any help/input on this problem, thanks.
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Flash Site Lagging...
i made a site u can see at http://www.asgardshards.com
now as u may notice the site runs pretty slow once loaded..
the thing is, WHY? I only recall two reasons for that...is it because i use external swf's to build the site Or because every site uses 25 fps???
if it is the fps what is a good fps for flash sites with animations?
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Lagging When Loading Swf Into Container
I have a flash game that is nearly finished. The game itself is only around 40Kb, but involves a rather hefty amount of run-time logic. If I load the game in the browser, it works as expected. If I load it into a container using a MovieClipLoader, the game is somewhat slower and "jerky". Can anyone explain why this might be?
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