For some reason which don't know why, as soon as I open the game and begin to play my memory is very high and this causes me to have constant fps drops which is very annoying and makes it hard to play. I pretty sure this has nothing to do with my specs because I have a Gefore GTX 750 Ti and can run other games very well.
This game is also playable on steam but on steam my game is very smooth and this issue does not occur.
The first pic is my steam client and the other one is my flash projector client. As you can see in the top right, the memory is about 100 higher in the projector one rather than the steam one. Please help, any help is greatly appreciated. Thanks.
(Both pics were taken directly after opening the game)
1.) I also seriously doubt that your issue is memory contention. It's most likely CPU contention. ActionScript (the programming language you build Flash content in) is a garbage-collected language. The process of garbage collection itself is CPU intensive, and while you *can* write games that are optimized to avoid garbage collection during critical gameplay. This game is most likely not one of them.
2.) If the Steam version works for you, you should definitely just use that. The Flash Projector is not an area of focus, and certainly isn't intended as a robust gaming platform in 2017. It's a legacy throwback, mostly aimed at people building kiosks and developers that use it in their workflows. It *does* avoid the overhead of the browser, but it's also not equipped to take full advantage of your systems' capabilities. We're focused on the browser plug-in. We offer Adobe AIR for developers that want to package their ActionScript content as a high-performance standalone application.
3.) The game developer is best positioned to profile and optimize their content. There's not a lot you're going to be able to do as an end-user in the context of the Flash Projector, and the browser is likely to be slower. You'll need to talk to the game developer. We provide great guidance and profiling tools that they can use to improve the performance of their game. In the unlikely event that they find a language-level issue that's really the heart of the performance problem, they're best positioned to do the analysis and articulate the problem, at which point we can either help guide their design approach, or change the behavior (where that's feasible and appropriate.)