OwnerOfSuccuby Wrote:If i understand you wright and - it just not load anything and after some time - you wait and all loads and work then:
OwnerOfSuccuby Wrote:Do you use CS6 or another versions before ? May be the problem is in CS6 ?
OwnerOfSuccuby Wrote:Do not worry. Do you have more early made copy of the game version ? Some backups ?
OwnerOfSuccuby Wrote:Some times it is very very not often - but flash have bug in itself - and if you work to much it start work with bugs - i get that problem only once - but have. Restart your computer.
OwnerOfSuccuby Wrote:Chech the folder where the game is -> make no strange symbols and the full path to it have not be like С:#$%^&*()(*&^%$#@#$%^&*(
Try to make it like c:/xcv/game/MyFile.fla and etc.
OwnerOfSuccuby Wrote:Next - check the levels names - do not you have more than one part with the same name. May be you use some name with latters that is not possible to use.
OwnerOfSuccuby Wrote:1)Remove "Export in first frame" and put all exporting things in some frame next to the preloader (or in second frame) and you can attach it next the frame it was.
OwnerOfSuccuby Wrote:2)Do not use attach and use duplicate.
OwnerOfSuccuby Wrote:Try to read this: http://translate.google.ru/translate?sl ... 38&act=url
OwnerOfSuccuby Wrote:I use another way of programming so do not have such problem. I put all in frames - there are some another bugs and a little bug on loading some times (it needs to load some thing and do not show until 20% was load). May be thats why i start to have problems in XS6 and it is not CS 6 mistake - or may be it is - do not test it.
IrrelevantComment Wrote:Under Actionscript settings, change "Export classes in frame: " to something higher than one.
IrrelevantComment Wrote:When you test the game, try looking at View->bandwidth profiler and view -> frame by frame graph
Ivan-Aedler Wrote:IrrelevantComment Wrote:When you test the game, try looking at View->bandwidth profiler and view -> frame by frame graph
Cant find it. I use CS6.
Thanks but it doesnt work, as said above.
The main problem is that I have tons of levels so far (more than 25) that uses AS export code! (1_1, 1_2..) and I have to call them during gameplay, using attachMovie.
When I put 'dont export for ActionScript', the levels ARENT put in the SWF because there arent any level instance in the stage. I call them on-the fly.
I even tried to put all of them in, say, frame 7 (it was huge, just imagine 25 large squares). Even so, the game didnt load them, because I need to put them on , say, frame2,
and call them on frame 3 (when the game starts). This creates a delay of 10~20 seconds or even more in slower computers.
I tried to:1 - Make a new empty frame before preloader - FAILED.
2 - Make a new empty frame after the preloader - FAILED
3 - Delete all function calls (#includes) in frame 3 - FAILED
4 - Created a lonely frame, say , frame 10, with the preloader, and put gotoAndPlay(10) in the empty frame 1: - FAILED
5 - Select several movie clips and set 'Export to Frame 1 as 'NO' - FAILED and the game crashed, with no music. Game size went down from 11 to 6mb. (I use huge level MCs, and I use an instance name, but not exactly the 'export to frame1' thing). Anyway, didnt work.
6 - Erase all the frame1 (leaving only the default background color, with only stop() there). - FAILED
7 - Publish Settings - Script: ActionScript AS2 (settings icon) -> Export frames for classes: 2 (also tested 3): FAILED
OwnerOfSuccuby Wrote:Do it make that 10-20 seconds delay even if you make them invisible or do not use frame 2 and go frame 3 after one ? Or this method do not work too ?
OwnerOfSuccuby Wrote:How did you make loader - do you use some standart components - or what code do you use for it ?
var total:Number;
var loaded:Number;
this.onEnterFrame = function()
{
total = _root.getBytesTotal();
loaded = _root.getBytesLoaded();
ratio = _root.getBytesLoaded() / _root.getBytesTotal();
bar._xscale = 100 * ratio; //fill the bar
if(loaded >= total){
delete(onEnterFrame);
gotoAndStop(nextFrame());
}
};
stop();
OwnerOfSuccuby Wrote:By the way is there any way to cheat it ? I mean i have a problem once with loadinf FLV - and i put it in frame 2 in another object And play it only when i need - but it things that it was loaded even when it loads only first frame of that object - that was empty. And do not start play it as i need it
AnotherArrow Wrote:I just want to clarify, the game still loads, but just skips the preloader because everything (including the preloader) are being downloaded in frame 1. Right?
AnotherArrow Wrote:3 : No comment, not sure what that would have done without seeing the code.
#include "_variables.as"
#include "_functions.as"
#include "_balloontext.as"
#include "_enemies.as"
#include "_musicsound.as"
AnotherArrow Wrote:5, 6, & 7 all potentially could have worked but you would have had to do some re-coding elsewhere.
AnotherArrow Wrote:I personally solved my problem with this experience using method 7 by having all MCs (other then the preloader which was on frame 1) exported to frame 2. Of course I was also using AS3, so that might have helped.
AnotherArrow Wrote:Without seeing first hand what code you using and what your actual game structure is, its hard for me to think of a solution at the moment. I'll get back to you when I've got a little more time if you haven't solved it by then.
AnotherArrow Wrote:Try this... though I'm not sure if it will work.
Using the example above as a guide...
Frame 1 is your preloader (after preloader finishes... it must go to 3... skipping 2).
Frame 2 is "empty"
Frame 3+ is your content.
I think that was the point you may have missed in my post. The playhead must never play the frames those levels are loaded onto.Ivan-Aedler Wrote:I have 25 levels and I plan 60 or more. If 25 levels (those huge Mcs loaded in a given frame I've shown way above) lasts 10 to 20 seconds to be loaded when the playhead passes over that frame, Imagine 60 levels.
AnotherArrow Wrote:Once the preloader has finished, and the player hits play, the code must do a "gotoandplay(3)"... or gotoandstop(3)... thus skipping frame 2... which is where the levels are loaded... regardless of whether the levels are physically loaded there or exported there.
AnotherArrow Wrote:The fact that the first frame is still 8mbs suggest there is still a lot of content being loaded in the first frame.
Ivan-Aedler Wrote:Yes but I didnt find out the root cause (the affecting Mc's) yet. The first frame only contains a black screen with the preloader.
When I remove the 'export to first frame' property in all levels, THEN I must put them anywhere in the timeline (like the frame 2 above).
I hope the playhead wont be laggy when passing over frame 2. There will be HUGE mcs there. I know it will go to frame 3, but I've made some tests and , in fact, Flash does read something in each frame, even putting 'gotoAndPlay' to skip frames.
AnotherArrow Wrote:I had no problems with changing the preloader to skip frame 2. All I did was change the the "play" button in the preloader to use "_root.gotoAndPlay(3)" instead of "_root.play()"
AnotherArrow Wrote:YOU ARE SO SCREWED!
AnotherArrow Wrote:At this point, you may have to consider creating an external pre-loader... I've never personally done any project this way, but it was something I came across while researching causes for your constantly large frame 1.
AnotherArrow Wrote: Another option will be to convert to AS3, but seeing how big your file has gotten, trying the external preloader is definitely be a better solution... and also I can't guarantee AS3 will save you.
AnotherArrow Wrote:I'll keep trying different test in the when I have more free time... but I doubt I'll have any luck... something wacky is going on here.
Ivan-Aedler Wrote: AnotherArrow wrote:I had no problems with changing the preloader to skip frame 2. All I did was change the the "play" button in the preloader to use "_root.gotoAndPlay(3)" instead of "_root.play()"
I know but the game will have a delay of 100 seconds (ONCE!) if you try to skip a given frame with 100 levels, for example.
Frame # Frame Bytes Total Bytes Scene
------- ----------- ----------- -----
1 3158239 3158239 Scene 1
2 3877526 7035765 (AS 2.0 Classes Export Frame)
3 1676262 8712027
4 1291687 10003714
5 513 10004227
Frame # Frame Bytes Total Bytes Scene
------- ----------- ----------- -----
1 2956699 2956699 Scene 1
2 3484247 6440946 (AS 2.0 Classes Export Frame)
3 1566106 8007052
4 1206803 9213855
5 479 9214334
on (release)
{
//_root.play();
_root.gotoAndPlay(3);
}
on (keyPress "<Space>")
{
//_root.play();
_root.gotoAndPlay(3);
}
AnotherArrow Wrote:Again, I'm also assuming you placed an empty column of frames between 1 and 3. (empty... well.. before you put your levels on them).
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