At 8/16/12 09:34 PM, SFS1313 wrote:
At 8/16/12 08:15 PM, gamejunkie wrote:
Maybe it's time you got new computers. The game runs perfectly fine for me. In fact if anything I found it hard to control because it runs too fast. But I do agree the controls are shocking. Not being able to speed up/slow down does make it rather tricky.
I probably do, as my computer's about 3 or 4 years old. Unfortunately, that's not in the cards at the moment. I just find it odd, because the game's listed at about 7 mb in size. But other games, like Super Adventure Pals for instance, is listed at around 14 mb in size and plays just fine with no lag whatsoever. That's why I'm leaning more toward Edy's explanation (because I've had the same issue before with other games on the site).
There are several things that go on in a computer, and part of game design is being able to make the game perform smoothly.
To put some ideas of performance out there, the game I had for beta testing ran 11 fps on my POS laptop, while it ran 30 fps for some people. Yet the same people can hardly play flash games that use Unity 3D. On the other hand, my POS laptop can play some flash games perfectly fine. Why is that? There's two main resources for computer games: processing power, and memory size.
Processing power is basically the computer thinking. Every time the computer calculates 1 + 1, that's processing power at work (though tbh 1 + 1 is ludicrously fast and happens on the order of hundreds of million calcs per second). Flash works in a single execution thread, including rendering, so there's pretty much nothing more to discuss in terms of computer architecture.
Memory size is how much stuff the computer should remember, such as what kind of sword and shield your guy has. There's many different levels of memory access, with the fastest types also being the smallest. RAM and hard drive space are types of memory. RAM is generally what you'd use for most applications and executables. However, if your computer has to resort to using hard drive space for memory (not just storage), there's going to be significant slowdowns since the hard drive wasn't designed to run a program that might require instantaneous input/output.
Having said that, usually the cause of lag would be processing power, especially in games with vector graphics. Vector graphics do not use pixels, but instead are a set of instructions telling the computer how to draw something. It's easy for the computer to put a pre-rendered picture somewhere on the screen (such as a PNG), but it's harder to "draw" the picture and then put it on the screen. Now imagine doing that every 30-60 frames per second. It's even worse with 3D graphics. Even though you'll NEVER see this in Flash, 3D animation studios such as Pixar take HOURS to draw a single frame in their movies. But once they've done that, they store the picture into memory and convert it into formats that can perform much faster than raw rendering.
Certain other instances of good/bad programming that results in good/bad performance:
-- Matt's Bullet Heaven game actually does a pretty damn nice job of running as fast as possible, considering that there's a ton of bullets flying around at any given time. Though I haven't seen the source code, I'd have to say he used a ton of programming tricks to get this to work.
-- I don't remember the name of this game, though if the phrase "Magic Rock Get!" means anything.... Basically it lagged horribly on old computers, because it was trying to render the ENTIRE map, which is orders of magnitude larger than the screen.
-- The medal game Flooded Village had a really awful habit of lagging hard if you flooded multiple tiles at once.
-- The medal game StickMan Sam 10 seemed like a continuous flow until you run into later levels, where you'll notice some elements moving or appearing/disappearing. This is achieved by keeping levels you aren't playing in memory, while the script tells the computer to render only the current level.
Personally I think a computer that's 3-4 years old still has plenty of uses left for it, and playing flash games is certainly one of them. Also imo, while Madness: Project Nexus was a great game, the amount of lag in it was unacceptable. There's simply way too much going on.