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Post by randomlowercase on Oct 12, 2010 18:07:25 GMT -5
...or at least what worked for me.
There is a program called SWF.Max (google it, I am not going to plug a link).
It is freeware with that "expires", but much like Winrar, you can keep using it once the trial period ends.
Download the game as normal, then browse to the folder you extracted the game into, and open the Otherworld.swf file with SWF.Max (right clicking and choosing "Open WIth" may be needed).
In SWF.Max go to file >> Convert to EXE, and make an EXE file in your folder (you can create a shortcut if that is your preference.
I have had much more success playing the game though the EXE then though any browser.
Hope that helps some players, this is a nifty game and I cannot wait to see it finished.
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Post by daisy_strike on Oct 12, 2010 21:54:16 GMT -5
Hmm doesnt seem to work on my 64 bit system.
Daisy
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Post by tf on Oct 12, 2010 23:25:53 GMT -5
This is the standalone player that I use. Hasn't given me any trouble so far. Attachments:
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wingz
New Member
Posts: 1
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Post by wingz on Dec 1, 2010 6:09:57 GMT -5
why isin't there an application executable in the downloaded game package?? the quests also seem a little hard to get done because for a lot of places it just says place holder
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Post by darkbringer on Dec 1, 2010 6:33:28 GMT -5
Actually all but one of the quests (as far as I know) can be done fairly easily if you know what you're looking for. That one quest is only a problem at this time because reputation won't go up when completing the other quests, but I would imagine that will be fixed eventually. As for the executable, can't say, I assume that for right now an swf is just fine and that an executable *might* come about when the first post-Beta is complete.
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Post by daisy_strike on Dec 1, 2010 17:26:15 GMT -5
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Post by docclox on Dec 2, 2010 8:05:14 GMT -5
Workarounds are well and good, but if (as suggested) the problem is the amount of memory used, then the root cause needs to be addressed, or sooner or later none of them are going to work.
One thing I did wonder: I get the impression from various things you posted that you're creating pretty much everything as a child of the main movieclip. If so, that might explain Otherworld needs so much memory - you're forcing flash to keep it all in memory and preventing any memory management it might attempt.
There might be some mileage to be had in splitting things up into movieclips and creating them as-needed. It would probably help with the layering issues you keep having as well, since you'd have vastly fewer things to keep ordered at the top level.
(And one of these days, I'm going to work out why CS4 insists on only giving me errors in Japanese, so I can actually have a play with the source of this stuff. Then, if nothing else, I wouldn't need to ask so many stupid questions...)
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Post by NuMysterio on Dec 2, 2010 8:12:55 GMT -5
I've tried Swiff Player and SWF Opener, tried opening it in Chrome, Opera and Firefox, and none work. Well, Firefox works for a bit, then locks up, sometimes sooner rather than later. Effectively I have not been able to play this game since the November Bugged release.
I agree with docclox, this is a memory issue. Watching it load in Chrome, you can see the images loading in the background and they are big images. If they are ALL being kept in memory at the same time, I'm not surprised the game bogs down and locks up. Hell, I'm surprised the computer isn't crashing on me (Win XP3, 3 gigs of RAM, BTW).
I would suggest that each girl template be kept separate from the main game file, and only fully loaded when bought. Since there is an upper limit to how many girls can be owned, that should keep the amount of memory the game eats up manageable.
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Post by docclox on Dec 2, 2010 8:36:09 GMT -5
I would suggest that each girl template be kept separate from the main game file, and only fully loaded when bought. Since there is an upper limit to how many girls can be owned, that should keep the amount of memory the game eats up manageable. Mmmm... I thought about that; it's how slavemaker solves the same problem. That works well for slavemaker because only one girl is ever needed at a time. So the swf can be loaded when you select a girl to train and unloaded after the final debrief. With Otherworld though, you'd need to load the girl's data to get her slave market picture. So a few visits to the auction block and you have the same problem. We can mitigate that to an extent by having two swfs per girl; one with slave market pictures and one with everything else. But even then, it only takes one player who likes a bit of variety to buy ten different girls and ... boom! On the other hand, that approach would let us scale past the current number of girls, which is not really going to be practical otherwise. What might work is to have a Girl object that knows how to load an image, but which doesn't actually load it until it's needed, and which destroys them when not in use, giving flash a chance to garbage collect. This should avoid the long load time at the start, and keep memory under control. The downside is that restructuring the code is potentially a nightmare for Daisy.
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samu
New Member
Posts: 35
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Post by samu on Dec 2, 2010 8:59:06 GMT -5
I must say, memory management is a pain in the ass to do, but is necesary. Just thinking of memory leaks makes me shudder.
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Post by docclox on Dec 2, 2010 9:29:58 GMT -5
Something I meant to add earlier - anther useful thing would be to use photoshop or the Gimp and scale the pics down to something nearer their likely resolution. I'd sooner see a little pixellation and be able to play the game than have crystal clear pics and not be able to see them at all...
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Post by flagnine1 on Dec 2, 2010 11:53:01 GMT -5
I'm a firefox user mainly and this game takes about a minute to load in firefox. But loads almost instantly in explorer, but explorer attempts to block it as a pop up. Any way if you are having load time problems try running it under explorer, otherworld is the only thing i use it for nowadays. (sry for the horribleness of above post tired and hungry this morning and in a rush.)
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Post by daisy_strike on Dec 2, 2010 18:29:47 GMT -5
I have been thinking about loading on the fly the girls, and well it would be a pain beyond all belief but maybe doable. Its not something though I want to change any time soon, sorry, but it would mean a huge restructuring of quite a few of the base code. I do have a plan though to remove about 200 objects in this or the next update, all of these objects are created in startup and I'm going to make them on the flys. They must die, should increase initial start time and make it easier to add more stuff later on.l
Daisy
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Post by daisy_strike on Dec 2, 2010 18:33:29 GMT -5
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Post by darkmind on Dec 4, 2010 12:20:42 GMT -5
Has anyone confirmed that it works on a Mac? I've tried iSwiff, Opera, and Firefox. The best I can get is to purchase the first slave, then go home and examine them. At that point the walkthrough freezes and I can't do anything else.
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