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Asteroids sluggishness, optimization?
\ Martin Scott Goldberg (6 Feb 2007)
. \ Jason Boyd (6 Feb 2007)
. \ Martin Jonasson (7 Feb 2007)
. \ Paul V. (7 Feb 2007)

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Subject:Re: Asteroids sluggishness, optimization?
Group:Flashcoders
From:Paul V.
Date:7 Feb 2007


 
Hey Martin-Scott.
Here is what I found. (I played the game, and it seems like sometimes it
doesn't allow user control after the space ship comes on screen). I am
programming a game aswell. Safe EArth - more like a supped up version of
SpaceInvaders. http://www.nextstepwebpages.com/games/saveEarth.swf
So I have been dealing with this stuff fresh. It looks like maybe, and this
would my guess, it looks like there is either a problem with the reloading
on the either of the ships (player or saucer). But more likely, and I
didn't spend too much time checking it out, but it seemed like maybe the hit
test on the saucer, triggered the lockup. That might explain why it happens
sometimes and not other times. Maybe you have some code being called after
that hit test and it wipes or somehow superseeds the controls code. Like I
said on my machine it was fine until the suacer appeared, than everything
else worked fine, just the ship controls were dead. So check those hit
tests, that's what I would do. Hope this helps, check out my SpaceInvaders
if you have the time, it is still being worked on.

Best of luck,

Paul V.


----- Original Message -----
From: "Martin Scott Goldberg" <wgungfu>
To: <flashcoders>
Sent: Monday, February 05, 2007 8:13 PM
Subject: [Flashcoders] Asteroids sluggishness, optimization?


> Heya guys, writing a repro of Asteroids and was getting an issue with
> frame rates. The frustrating thing is that on my pc it works flawlessly,
> as well as a few other people I had play test it. On others though
> they're saying its chugging or starts chugging when the saucer appears.
> Its been about 50/50 and is frustrating the hell out of me. Especially
> when it doesn't seem to matter if its faster cpu systems or not.
>
> I've optimized as much as I can, cutting down on loops, having graphics
> done as runtime bitmap caching when possible, etc. I'm hoping the people
> here have more suggestions.
>
> Here is the version so far:
> http://www.classicgaming.com/gamingmuseum/atariflash/asteroids-saucer.html
>
> 1 to start, up arrow to thrust, cntrl to fire, space for hyperspace.
>
>
> Marty
>
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