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published swf file is a lot slower than the 'test' mode?

Explorer ,
Feb 19, 2014 Feb 19, 2014

I have created a game in adobe flash professional CC with actionscript 3. When I try it out in test mode (ctrl+Enter) then the game runs at a decent speed. But whenever i click publish and put the html+swf file online it runs too slow and I can't get it faster. First of all I thought it was just some slow down because it's placed on a server but when I tried to just open the swf file from my folders it was as slow too.

Does anyone know why this is running slower?

Thanks in advance,

Jannes

TOPICS
ActionScript
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Community Expert ,
Feb 19, 2014 Feb 19, 2014

there are many possibilities.  but the simplest to check is to make sure you have 'permit debugging' unticked in your publish settings when you publish your deployment files.

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Explorer ,
Feb 19, 2014 Feb 19, 2014

These are my current settings:

http://www.logo-history.be/flash/pics/setting.PNG

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Community Expert ,
Feb 19, 2014 Feb 19, 2014

that looks ok.

are you using the debug flash player in your browser (or any other debugging browser addons like firebug)?  if so, that will also slow down your browser based app.

are you using the latest flash player version, http://helpx.adobe.com/flash-player/kb/find-version-flash-player.html

http://get2.adobe.com/flashplayer/

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Explorer ,
Feb 20, 2014 Feb 20, 2014

It is not that either:

flash.PNG

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Community Expert ,
Feb 20, 2014 Feb 20, 2014

add a frame per second counter to your app and quantify the performance difference you see:

var rollingTime:int;

var timeA:Array=[];

var tf:TextField=new TextField();

addChild(tf);

tf.border=true;

var startTime:int=getTimer();

this.addEventListener(Event.ENTER_FRAME,f);

function f(e:Event):void{

timeA.push(getTimer()-startTime);

startTime=getTimer();

if(timeA.length>20){

rollingTime = 0;

for(var i:int=0;i<timeA.length;i++){

rollingTime += timeA;

}

timeA.shift();

tf.text = Math.round(1000*timeA.length/rollingTime).toString();

}

}

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Explorer ,
Feb 20, 2014 Feb 20, 2014

in test mode the number stays at 81 and when I export a swf file I get a number that's altering around the 60 which should definitely be enough for a game like this.

Note that right now my max frame rate is 82. It was 44 before and then both numbers were around 42.

By the way I really appreciate your efforts to help me out.

Right now I have these files for my game. (there are some minor bugs and things but right now I am just testing around so it doesn't matter for me.)

Maybe you can find something in my codes or maybe you could try it out yourself if that might help or anything ?

These are my files:

http://www.logo-history.be/flash/test/tron.html

http://www.logo-history.be/flash/test/tron.fla

http://www.logo-history.be/flash/test/tron.as

http://www.logo-history.be/flash/test/Head.as

http://www.logo-history.be/flash/test/Border.as

Message was edited by: gelatinetank

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Community Expert ,
Feb 20, 2014 Feb 20, 2014

i don't see a problem at that first link.

what problem do you see?

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Explorer ,
Feb 20, 2014 Feb 20, 2014

it runs too slow in that link. If I just try it out in the flash professional CC then I get a faster app (about 2 times faster)

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Community Expert ,
Feb 21, 2014 Feb 21, 2014

i see 59 fps and i'm using a flash debug players in ff, version 11.9.900.117 and version 12.0.0.70

the debug players are slower than the non-debug players.

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Explorer ,
Dec 12, 2018 Dec 12, 2018
LATEST

I'm struggling with this issue on a mac as well. I only need to run swfs locally, not in a browser, but they run so slow. Test movie mode within Animate CC works perfectly though...

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