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DigitalDesignDude
Inspiring
September 20, 2017
Question

Optimizing a Flash Game for Mobile?

  • September 20, 2017
  • 2 replies
  • 3368 views

Good day,

I'm currently developing a side scrolling arcade flash game for PC and Mobile to use as my thesis project for a college multimedia program. The problem that I'm running into is the game is running very slowly on mobile devices in comparison to other flash games on the android store such as "Super Toss the Turtle". It amazes me how large the levels in that game are and how much vector art is in it while still running at what feels like 60 FPS on my underpowered android phone. My college does not have any instructors who are well versed in Adobe Animate CC and for the most part I and other students have to teach ourselves. 

I feel as though I'm missing something other than caching movie clips as bitmaps. Would anyone be able to take a look at my prototype below and see what more I need to do to make it run at a professional standard on mobile? My actual project has a lot more detailed vector art in it and typically runs at a lower frame rate of 20 fps on my Samsung Tab 4.

sidescrollerPrototype.fla - Google Drive

I am very curious to hear how most people make their flash games mobile apps so any tips, resources, or development advice is very much appreciated.

Thank you.

This topic has been closed for replies.

2 replies

Inspiring
September 22, 2017

You will find a lot of informations on this somewhat official documentation

Optimizing Performance for the Flash Platform

Colin Holgate
Inspiring
September 20, 2017

Begin by caching the vectors as bitmaps, meaning at the lowest level. Don't cache the man, do cache the body parts.

Set the Render mode in publishing settings, general tab, to GPU.

Those two things should improve things a lot, and you could start with just the render mode change, see how much that does on its own.

DigitalDesignDude
Inspiring
September 20, 2017

I tried setting the render mode to GPU and it did improve the performance of the prototype very much so. However, when I tried it on my actual project the frame rate went down significantly  and some of the background art went missing. I have a lot of vector brush strokes to make up the game's background and the player's character has more detailed vector art as well. I cached the character's body parts and the game background as bitmaps but it still runs sluggishly.

Are there any more solutions for increasing the performance of the game while having detailed game art?

Here is my main project Animate CC file if it helps.

MainProjectSideScroller.fla - Google Drive

Colin Holgate
Inspiring
September 20, 2017

One problem with GPU render mode is that if you have a lot of unique images that are all cached, it will fill up texture memory, could cause corruption, or crash the app. If that's the case for you it could be with trying Direct rendermode. In Direct it's not using GPU texture memory, unless you're using Stage3D, but it does do fast blitting. That might be quick enough for you.

Something that would help quite a bit too would be to lower your expectations. Make the game work well at 24 or 30 FPS, and don't worry if you can't get 60 FPS. Pretty well all older console games were running at 30 fps, and you still enjoyed them.