Forum Topic: Loading starts at 60%

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Dragy2005

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Posted at: 10/7/07 02:50 PM

Dragy2005 NEUTRAL LEVEL 05

Sign-Up: 04/17/06

Posts: 41

Howdy.
I asked this question around here before but nobody replied, and now my game is about to be released and I really need this.
I made a loader, alone weights about 6kb. My game weights, so far, 1.5 megs, most of it made of sounds and music. The loader, as I mentioned in the title, starts at about 60% which is quite bad, while before that all you can see is a blank screen. Obviously the problem is I export all of my linkaged sounds in the first frame, but can't I somehow make sure the loader loads first? I mean there is no "export in the second frame", so what can I do?

Thanks a bunch!


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BritishMoose

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Posted at: 10/7/07 03:20 PM

BritishMoose NEUTRAL LEVEL 15

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At 10/7/07 02:50 PM, Dragy2005 wrote: Howdy.

Maybe your preloader's so complex that by the time it's loaded, 60% of the movie has :P

lol

Never forget...

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Dragy2005

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Posted at: 10/7/07 03:26 PM

Dragy2005 NEUTRAL LEVEL 05

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BritishMoose - I tried using NG preloaders, it does the same. I'm doing something wrong and I can't figure out what. Any ideas?


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citricsquid

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Posted at: 10/7/07 03:29 PM

citricsquid DARK LEVEL 23

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How big is the overall file? Are you sure you dont have sound on the preloader frame? Or a file from the library?


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Dragy2005

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Posted at: 10/7/07 03:42 PM

Dragy2005 NEUTRAL LEVEL 05

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At 10/7/07 03:29 PM, citricsquid wrote: How big is the overall file? Are you sure you dont have sound on the preloader frame? Or a file from the library?

Overall, 1.5 mb, and it will become bigger since I did not add the credits scene yet which includes another song. The preloader has a couple of movieclips, no sounds whatsoever. All of my linkaged sounds have a "export in the first frame" though, and I'm guessing that's what makes them come first. But as far as I remember you gotta check it to call them through the script.


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Jindo

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Posted at: 10/7/07 03:45 PM

Jindo LIGHT LEVEL 22

Sign-Up: 08/30/05

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Usually its down to music clips, I'm not sure but i THINK this works:

Make a frame before the preloader, and start all of the sounds that you're using in the flash file and have them all set to Stream.

Then it should go to the preloader and load from 0% (Not sure though, it's been a while since I needed to do this)

Hope this helps.

:D


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Dragy2005

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Posted at: 10/7/07 03:55 PM

Dragy2005 NEUTRAL LEVEL 05

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At 10/7/07 03:45 PM, Jindo wrote: Usually its down to music clips, I'm not sure but i THINK this works:

Make a frame before the preloader, and start all of the sounds that you're using in the flash file and have them all set to Stream.

Then it should go to the preloader and load from 0% (Not sure though, it's been a while since I needed to do this)

Hope this helps.

Hi Jindo, thanks for the reply. I once heard about something like this, the thing is, I have about 90 sounds exported that way. Does that mean I have to create 90 different layers and stream them all that way?
If nothing else works I sure will try it, but I doubt that's what all of the games with many script exported sounds did.


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Jindo

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Posted at: 10/7/07 04:03 PM

Jindo LIGHT LEVEL 22

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Posts: 1,788

^ 90 sounds!? ouch, if this doesn't work then that may be your last resort:

~ For each sound in your library, right-click it and select 'Linkage...' and check the box that says "Export for Actionscript", then enter into the "Identifier" text box (for example) "sound1", then put the following code onto the frame before your preloader:

var snd1:Sound = new Sound(this);
snd1.attachSound("sound1", true);

Change sound1 in the code to w/e you put in the Indentifier.

You will have to do this for every sound unfortunately, I find layers to be the quickest way D:.

Either way, hope this works out, SAVE A BACKUP incase for some reason it screws up >_<!

:D


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Dragy2005

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Posted at: 10/7/07 04:18 PM

Dragy2005 NEUTRAL LEVEL 05

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Yup, a lot of sounds, you'll understand as I release the game :)
And that's exactly what I do right now - using them all through the script, exporting in the first frame through that check in the library.
The "export in first frame", I think, is what actually does all of this because it's being loaded before the loader, but when I uncheck it they don't seem to play anymore using that script.


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edit-undo

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Posted at: 10/7/07 04:20 PM

edit-undo LIGHT LEVEL 18

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Instead of exporting all your sounds in the first frame, insert a frame after your preloader, and put a movieclip on it. Inside this movieclip, make a load of keyframes and put all your sounds into it, one on each frame. This will cause all of your sounds to be loaded after the preloader, while still making them available for linkage.

lolsigtrend
i just wanna fit in :'(

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Moonkey

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Posted at: 10/7/07 05:40 PM

Moonkey DARK LEVEL 07

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Anything in your library that has 'export on first frame' ticked will be loading before your preloader. To get around that, untick that box on all your symbols. Once you do that, though, anything which isn't placed on the stage at some point won't be included in the .swf and won't be able to be loaded through code. So make a frame (usually frame 2) which is never seen and dump all of those symbols there, and then have your preloader jump to your main game on frame 3 when its finished.


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Dragy2005

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Posted at: 10/7/07 06:08 PM

Dragy2005 NEUTRAL LEVEL 05

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Posts: 41

I see. Thanks again you guys, I'll do it as soon as I finish with all of the sounds.


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