This was just one of the many other reasons I stopped working on Mega Man engines in MMF2. While not one of the major issues, it's still affects the way I design a game using this software.
I'm just comparing the FPS rates of using Color Replace feature of MMF2 games when exporting as an application .EXE, and as a flash .SWF file. There seems to be no significant slowdowns as an application .EXE file.
Unfortunately, using color replace feature in flash slows down the game a bit. I don't know why. I don't know any other alternatives for ppl who play games under flash. :-/
According to Francois of the Clickteam staff, "Replace color in Flash is a slow operation. There is nothing really that can be done, except avoid replace color at every loop."
As for a Mega Man game, replacing a color just once for the weapon probably wouldn't be a big deal. But when you need an effect for something like Mega Man's mega buster charge ability, well it seems like there's going to be a slowdown issue.
easy solution
don't port to flash, flash games are bad for you
SmashBroPlusB 1 month ago in playlist More videos from N64Mario
Ur back!
luigifan001 4 months ago
"I stopped working on Mega Man engines in MMF2."
What!? I thought you were just taking a break from coding or something! D:
SmashBroPlusB 4 months ago
Only other way is the to use a shaders, but as far as I know, Flash doesn't support shaders.
Sodisna 4 months ago
Take a look at the Sonic Worlds Engine, a user made a work-around for it, You can find it in the Sonic Fangames Forums. Then, look at the super sonic code.
Sodisna 4 months ago
why not just use separate sprites for each color as opposed to changing the sprites you have
AirPhforce 4 months ago
Looks like the .exe file can handle it significantly better than the .swf file.
Darkmarine40 4 months ago