Doomburrito7 Dec 27, 2012 @ 12:17pm
running poorly on mac?
Hey all, I have a newer MacBook Pro, but when I try to run this on even the lowest graphic setting the framerate is terrible and levels take 30 sec to load, with the game sometimes freezing. Any similar problems?
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[FeC]Berq Dec 28, 2012 @ 10:02am 
I'm on a PC and my load times are fine. HOWEVER... even with my nice graphics card I'm only getting 5-6 fps. The game is only using 30 MB or so of memory, but 15-36% of my CPU, which seems way high. Changing screen sizes and detail levels makes no difference. A solution would be lovely.
Lactating Prophet Willy Dec 28, 2012 @ 7:46pm 
Yeah, I have a fairly decent PC that can run Far Cry 3 on Medium at 60 FPS but this game on Fullscreen just seems a little bit laggy. Not all the time just lags occassionaly but still slightly bothersome.
Kuhaa Dec 30, 2012 @ 4:03am 
Macbook Pro user here. The game is a bit laggy and controls take a while to respond. It's not like I expected SMB tier controls anyway, and it wouldn't be an issue unless the lag combined with the lack of fine controls often ended up ruining a run. I thought it's due to half-♥♥♥♥♥ OSX port but seeing as people are having similar issues with Windows version it must be the game is programmed poorly to begin with. I'm still enjoying the game but without this kind of small annoyements it would be a whole lot more fun.
[FeC]Berq Dec 30, 2012 @ 11:29am 
Interestingly, the game runs at a smooth 30 fps (you can hit the ` key in-game for your frame rate and memory stats, btw) on my five year old laptop.

As far as the game being a poorly programmed, half-♥♥♥♥♥ OSX port, I'd remind you of two things:
1.) The game uses Adobe Air to aid in hardware abstraction, but which is a known source of flaky performance inconsistencies.
2.) The artwork and programming were done by one guy. That takes a lot of talent, ambition, and time. Suggesting that he's lazy or incompetent seems pretty inconsistent with the fact that the game exists at all. If you want hurried ports from developers that don't care, look to the big companies. Have some respect.
Kuhaa Dec 30, 2012 @ 1:10pm 
It never occured to me that this game could use Adobe Air. Had I known that, I wouldn't have said anything about half-♥♥♥♥♥ ports or programming since it's clear that games should not, poorly or not, be coded in Flash in the first place. Now that this has been brought to my attention I will take back my comments about the quality of the work itself, and start blaming the tool used to create it for it's preformance issues.

With this said, I still feel I need to defend myself some more. It is obvious that both creating art for and programming a game takes an immense amount of time, skill and effort from an individual. Something I could never, and will never be able to do. Still I think it's fair to assume there's something wrong in a game as simple as this if it doesn't work properly on fairly new and powerful machines running whatever operating system. Who do you think is to blame then? That is, of course, if the game is programmed in a language that is not known for it's limitations and issues. Which, as you kindly pointed out, is not the case here.

Offspring Fling is a cute game which I wanted to play for a long time, and I will most definitely finish it. But knowing why it doesn't run as smoohtly as you'd expect is actually more depressing than if it was just badly done.
[FeC]Berq Dec 31, 2012 @ 1:11am 
I expected to get flamed for that post, but I'm pleased to be wrong! My hat is off to anyone on the Internet who still knows the value of being decent. That said, I was more harsh with "have some respect" than I'd be face-to-face. Sorry.

I agree, though. Any modern computer should be able to blaze through a 2D game at thousands of frames per second unless there's some seriously ineffecient code behind it somewhere. After spending some time on the developer's website[], I get the feeling his coding ability isn't to blame. And I also agree that it's a shame OF! is tethered to something[] that's introduced problems beyond his control. I think.

But regardless of where the fault lies, I'm guessing if we shoot him an email he'd get to the bottom of it.
Cryoburner Dec 31, 2012 @ 1:56pm 
I noticed poor performance on my WinXP system as well. I checked the FPS display just now, and it seems to be getting around 12 FPS at the highest detail setting, and 16 FPS at the lowest setting. Or at least, that's what the FPS readout says. Moving the mouse cursor around, it appears to be updating at about 6 FPS, or about half the stated value. It's more difficult to tell with the in-game elements, but they may be updating every other frame as well. Either way, movement feels uncomfortably choppy, and I imagine that will make things difficult later on. I'll likely just pass on playing this for the time being, unless performance gets improved. Even built in Adobe Air, I'm sure there must be some room for optimization on the developer's part.
levia.dragon Jan 1, 2013 @ 9:46am 
Possibly related to a controller support issue.
Try disabling it and playing using a keyboard if you werent already to see if the performance improves.
kpulv  [developer] Jan 3, 2013 @ 1:28am 
Sorry about the issues folks :( As Levia.dragon says, sometimes disabling the controller through the config file (as shown in the help file here: might improve performance.

The game is indeed using Adobe AIR to run as a full application. The controller support on some hardware configurations, for some reason that I have not been able to determine yet, completely freaks out and kills the framerate. I've tested on every machine available to me and I haven't been able to reproduce it.

As far as Mac performance in general goes, there shouldn't be any issues with the controller and Mac hardware as the code to get controller input is completely different in the OS X version.

If you're having issues at all, please email me at and I'll see what I can do.
[FeC]Berq Jan 3, 2013 @ 4:32am 
I'm slightly out of place here since I'm on a PC, but I'm already invested in the discussion.
: )

OK. Well, I had my XBox360 wireless controller USB adapter plugged in (w/o the controller itself turned on), so I tried unplugging it as suggested, then running the game. No dice.

The main, possibly relevant differences between my gaming desktop computer and my laptop (on which OF! runs at a smooth 30+ fps) are:
• Vista Home Premium x32 / Win7 Pro x32
• Intel Core 2 E6550 (DX11) / Intel Core 2 T7200 (DX9)
• Radeon 6800 series / GeForce Go 7900

I haven't checked this, but it's also possible that my desktop is on a convergence of ley lines[]. That would definitely introduce some spiritual interference - a known source of frame rate issues. Obviously.

Anyway, I had a feeling you'd show up, kpulv! Thanks for your attention and help, to say nothing of making a really fun game I can share with my kids.
Kuhaa Jan 3, 2013 @ 9:26am 
Now that I've played the game some more I noticed the game lags the most when there's a lot of movement on screen. Not that surprising. For example tossing a baby and then rushing to a different part of the map slows the game down, sometimes more and sometimes less, and makes controls a little stiff and unresponsive. I think it's more a "feature" of Flash than any real problem with the game itself.

I've been paying special attention to controls since that's where most of my issues and failures stem from. It appears there's a delay after doing anything: jumping, picking up a baby, tossing a baby etc. when the controls don't respond. At first I though it's due to lag since it would make sense but now that I've been able to match the developer time on couple of levels I now believe it's actually meant to be that way. At least "fixing" it would considerably speed up the gameplay, and all the time limits would have to be tweaked. The controls get a litte more unresponsive when the game is lagging, though.

Not so much a problem with the game but my own preferences and expectations it appears. And Flash. Never stop blaming Flash. Oh, and I've been playing the game with a keyboard if it matters at this point.
Twinrehz Jan 26, 2013 @ 3:47pm 
I disabled controller support as suggested, but it still runs poorly on my Macbook (mid-2010). Any other suggestions to improve performance?
kpulv  [developer] Jan 28, 2013 @ 3:46pm 
Unfortunately the ball might be in adobe's court for this one, as the primary source of the lag seems to be the AIR runtime... I'm not sure right now if there's any additional things I can optimize in the game code to try to make it run faster. Have you tried playing with all the extra graphics turned off in the options menu?
Twinrehz Jan 29, 2013 @ 2:17am 
Yeah, I tried adjusting it down to minimum, and all I got was a jump from 16 to 21 fps.
jc wondrous Feb 5, 2013 @ 7:03am 
I am using a mid 2011 11inch mba. The fps meter tells me around 30-40 but frank speaking I think it is over-estimating. I have no idea about any 3rd-party fps monitor in mac world so let's assume the fps issue in my case cannot be confirmed.
However, the cursor lag is huge and especially when in the main menu. The cursor is also not reponsive.
I tried all three graphical settings and strangely it does not make noticable differences.
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