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oam file suddenly not streaming well at all

Explorer ,
Jan 17, 2018 Jan 17, 2018

Hello all,

I made a project that mimics our friendly train system's app here in Chicago as a means to display my ability to use photoshop, animate, and some JS.  I pushed the files onto github and found a link to a site that let me host my github content immediately.  Here's its link:

https://rawcdn.githack.com/rockomatthews/metraaaa/master/metraaaaUnresponsive.html

It was working perfectly initially there.  But I even later put the .oam file into a muse site and its lately been very laggy-looking.  It reminds me of a computer running too many apps than it can handle.  Delayed touch interaction, etc, etc.  This them is consistent when it is viewed within html and directly imported as an .oam in Animate.  My first idea is to make it simply make it smaller.  That usually fixes slow beasts.... but I am posting here assuming that is not the solution. One more thing, it has never lagged while previewing in Animate.  Thanks in advance!!

Here it is on my site:

http://robmatthe.ws/metra.html

Any ideas?  Export settings possibly?  New update to software I am not familiar with or should take into account?

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correct answers 1 Correct answer

LEGEND , Jan 24, 2018 Jan 24, 2018

I did some more things:

Found the last Motion Tweens and made them Classic Tweens. Aside from the performance improvement, doing this reduced the JS file from 83k to 33k.

I took out the preloaded, the page loads so fast now it just delays things.

I ran the images through tinypng.com. That took the images folder from nearly 900k to under 300k, and still look lossless.

Well, that will do for the moment!

Oh, I made an oam for you to try too:

http://colin.scienceninja.com/metra/metraaaa.oam.zip

It doesn't

...
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Explorer ,
Jan 18, 2018 Jan 18, 2018

Any ideas?  Would anything released has caused an issue that messed up how my oam plays?  I made the project in early summer 2017

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Adobe Employee ,
Jan 22, 2018 Jan 22, 2018

From what I know, nothing much has changed in recent months that could affect the performance of your file. I wish I had a better answer, but I really haven't heard a similar issue like the one you are having right now.

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Explorer ,
Jan 22, 2018 Jan 22, 2018

Would it help to include the file?  It works perfectly when I preview it.  I'm thinking it has to be my export settings.  This is the first time I have created an .oam file.  I have no idea what I could have done wrong.  Are there other places to test an .oam file?  Anywho, the .fla file I created is available for anyone that might like to tinker with it.  It actually runs a little better when I view the .oam on mobile... go figure.

metraaaa.fla - Google Drive

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Explorer ,
Jan 22, 2018 Jan 22, 2018

actually the tests are the same.... I get the same result bad result...  Its weird.  I haven't touched it since August and in August it was working fine.  I get this message upon the test running.  Is this any sort of clue?

Screen Shot 2018-01-22 at 1.26.27 PM.png

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Community Beginner ,
Jan 24, 2018 Jan 24, 2018

Hi suckboi - did you ever find a solution of this? I think I've hit a similar snag on my end too. Weirdly though it actually plays better on desktops than it does on mobile. It was working great a few days ago, and now suddenly the frame rate has gone down to about a quarter of what it once was, like the processor just can't keep up where it previously had no issue.

Anyway, would love to compare notes.

Brad

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LEGEND ,
Jan 24, 2018 Jan 24, 2018

DoubleParker  wrote

Weirdly though it actually plays better on desktops than it does on mobile.

I don't see how that's weird. Desktops are much more powerful than mobile phones.

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Community Beginner ,
Jan 24, 2018 Jan 24, 2018

Weirdly, as in the opposite of suckboi's issue. But, yes, desktops are more powerful.  I have a similar issue as suckboi's, but the platforms are swapped. Make sense?

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Explorer ,
Jan 24, 2018 Jan 24, 2018

ClayUUID​ if DoubleParker​ didn't respond to explain that your focus was off, your post could be the last post, potentially.  IMHO that is unhelpful and threatens potentially turning an unresolved issue into a battle centered around abusing semantics.  Lets keep striving forward. Get this problem fixed.  Our problem is the focus not your teaching.  Something to think about.

DoubleParker​ I did not get this issue resolved.  Just to be clear.  I went back and tested all of the many flash files I have that should at least show smooth animations, and am also experiencing the same 'my processor feels too slow' feeling when I test the movie in animate.  Is it maybe the JS I am using to change my animations colors by clicking on my image?  Or that I am using to display the time?  Maybe my code that was previously compatible isn't or something...

Still no answer though.

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LEGEND ,
Jan 24, 2018 Jan 24, 2018

I haven't been following this topic, it seemed like enough people were suggesting things. Also, I'm not expert on OAM.

But while I'm here, what should I be noticing about your two links? They both seem about the same.

You showed the error in the Output window, about Motion Tweens. Did you ever change those tweens to standard easing Classic Tweens? Motion Tweens can be very bad for performance. If you fixed those the whole thing might be super smooth in Muse as well as on its own.

Something I noticed was the slow page load the first time I went there. In the HTML is a line:

var loader = new createjs.LoadQueue(false);

if you change that to:

var loader = new createjs.LoadQueue(false);
loader.setMaxConnections(6);

the page will load up to six times faster.

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Community Beginner ,
Jan 24, 2018 Jan 24, 2018

Colin's suggestion of the loader.setMaxConnections tweak seems interesting.  Please let me know if that works!  I've never attempted that before. 

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LEGEND ,
Jan 24, 2018 Jan 24, 2018

I just did a lot of other tests:

metraaaa

Say how that gets on! Here's what I did:

I changed all of the bitmaps in the library to be lossless. Most of the graphics are flat colored areas, no need for them to be JPEG. The images folder only grew in size a little bit.

I made the sprite sheet be 2048x2048, and 32 bit. That does mean there are a few extra image files to download (which the maxconnections will help), but at least the viewer doesn't have to cope with an 8192x8192 PNG.

I changed all of the tweens I could find to be Class Tween instead of Motion Tween. I may have missed some. The Output panel is still complaining, so I must have missed at least one.

I also changed the responsive mode so that it should fit in the desktop browser window.

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LEGEND ,
Jan 24, 2018 Jan 24, 2018

I did some more things:

Found the last Motion Tweens and made them Classic Tweens. Aside from the performance improvement, doing this reduced the JS file from 83k to 33k.

I took out the preloaded, the page loads so fast now it just delays things.

I ran the images through tinypng.com. That took the images folder from nearly 900k to under 300k, and still look lossless.

Well, that will do for the moment!

Oh, I made an oam for you to try too:

http://colin.scienceninja.com/metra/metraaaa.oam.zip

It doesn't have the maxconnections change, and isn't using the optimized images, but it does have the tween changes.

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LEGEND ,
Jan 24, 2018 Jan 24, 2018
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Explorer ,
Mar 16, 2018 Mar 16, 2018

Hey Colin.  Thanks a ton for your help.  Your version flies!  But I am no longer able to click on the image to change the city and plane from oragne to purple.  Did you manipulate this in some way?  I get this error message still when testing but have no idea where "EaselJS" is or if this is even affecting the file.  

** 47 Bitmaps packed successfully into 1 spritesheet(s).

Frame numbers in EaselJS start at 0 instead of 1. For example, this affects gotoAndStop and gotoAndPlay calls. (22)

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LEGEND ,
Mar 16, 2018 Mar 16, 2018
LATEST

The two errors don't matter.

I can't remember why I changed the movieclips to graphics, or if they came that way. Go into the appwindow movieclip, select the item in the purple and orange folder layers, and in Properties change them from Graphic to MovieClip. Set the instance name to match, so, the one in the purple folder would be mc1 and the orange one would be mc2. Then it should work.

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Community Beginner ,
Jan 24, 2018 Jan 24, 2018

Well worded.  My issue wasn't quite resolved fully, but alleviated somewhat by the removal in two hidden .oams that would play only for desktop versions, but not on mobile.  Not quite sure how .oam behavior is affected when hidden, but when I removed those hidden .oams, things improved somewhat for the remaining .oam that plays on mobile devices.  I say "somewhat", because the performance seems sporadic: It'll be fairly smooth (not near 60fps, however), and then suddenly, one refresh later, it's acting bogged down again. 

For your issue, if you have any hidden .oams, possibly try removing them completely and retesting.  Also, I see the use of 52 bitmaps as well as a warning suggesting you may not be using the classic motion tweens.  The frame-by-frame animation might be somewhat taxing within your page.  Not sure. 

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