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I am developing a Flash game and the deadline is by the end of this month.
The game will need to be run on Android and iOS.
I tried AIR, but it runs slowly due to there being frame-by-frame bitmap animations.
Is there a good optimisation method for AIR, or should I use an API?
Can you recommend a good API?
How about Sparrow?
I need an API which I will be able to implement fast, because as I mentioned the deadline is in 9 and a half days.
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the only quick magic is to make sure you've enabled cacheAsBitmap and cacheAsBitmapMatrix everywhere it's beneficial and to try using gpu and cpu render modes.
otherwise, here's an excerpt from a book i wrote (Flash Game Development: In a Social, Mobile and 3D World)
Unfortunately, I know of no completely satisfactory way to organize this information. In what follows, I discuss memory management first with sub-topics listed in alphabetical order. Then I discuss CPU/GPU management with sub-topics listed in alphabetical order.
That may seem logical but there are, at least, two problems with that organization.
Anyway, I am going to also list the information two other ways, from easiest to hardest to implement and from greatest to least benefit.
Both of those later listings are subjective and are dependent on developer experience and capabilities, as well as, the test situation and test environment. I very much doubt there would be a consensus on ordering of these lists. Nevertheless, I think they still are worthwhile.
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Hi,
Thank you very much for the detailed answer!
I tried using cacheAsBitmap for certain display objects and that helped a lot with the speed.
The game starts running slower after a while, so I will need to reuse objects from object pools...
I have never really used "Stage Blitting" before. Is this beneficial for display objects?
Good Luck,
George
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blitting is only applicable to displayobjects and is extremely cpu/gpu efficient. but it uses system ram and that's limited on all devices, especially mobiles.
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