Aaaaah I'm so stupid.
There was a leak in front of my nose, all what I had to do was to check debug log correctly. Every time the wavebar on the hud was refreshing the old rectangles weren't removed, so there were stacking to the infinity. Each time enemy died or was spawned there was new X rectangles spawned (where X = waves amount), after some time there were hundrets of graphic objects spawned on the screen - that forced the game to jam.
I know, that hundrets may not be a lot, but flash graphic system causes the memory to go down heavily.
Looks like everything's clear now I can start working over the game itself.
![[Image: e7mcs1.png]](http://i59.tinypic.com/e7mcs1.png)
Say hello to new turret type and pet-system
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This sorc shoots slowing projectiles towards nearest enemy in front of him. He can't hit those behind him, also his projectiles are slow and short-lifed, so he can't hit enemies which are far away from him.
Sad to say but the main slowing-down thing for me is lack of time to sprite the things up to game.
There was a leak in front of my nose, all what I had to do was to check debug log correctly. Every time the wavebar on the hud was refreshing the old rectangles weren't removed, so there were stacking to the infinity. Each time enemy died or was spawned there was new X rectangles spawned (where X = waves amount), after some time there were hundrets of graphic objects spawned on the screen - that forced the game to jam.
I know, that hundrets may not be a lot, but flash graphic system causes the memory to go down heavily.
Looks like everything's clear now I can start working over the game itself.
![[Image: e7mcs1.png]](http://i59.tinypic.com/e7mcs1.png)
Say hello to new turret type and pet-system

This sorc shoots slowing projectiles towards nearest enemy in front of him. He can't hit those behind him, also his projectiles are slow and short-lifed, so he can't hit enemies which are far away from him.
Sad to say but the main slowing-down thing for me is lack of time to sprite the things up to game.