icugigasoft - It's not really something that we can say we are sure of since we can't see the events in your .capx but if you are asking if bad logic behind any event causes
fps drop then I agree that it might. Unnecessary or Non-Optimized events can cause serious problems in a game. For Example, using the condition "Is Overlapping" instead of "On Collision of another object" can cause major problems when combined with a loop or called many times in a tick or second. Misuse of Loops is something that shouldn't be taken lightly since it will loop infinitely if a problem triggers. Massive or Misuse use of the Pathfinding Behavior can also utilize a big portion of the cpu. Misuse or Massive use of the Physics behavior can destroy a game. For example, using the Physics behavior and Platform Behavior altogether will make a lot of glitches, very high fps drop and might even crash the game or never let the game be opened without closing as soon as it finished loading.
For more info, read these:
https://www.scirra.com/blog/141/common- ... nd-gotchas
https://www.scirra.com/blog/83/optimisa ... -your-time
Thanks for the response! I'm gonna check out those links. My question was a bit vague, so I didn't think my capx would be needed.
Essentially, from my testing it seems that setting the minimum FPS to 60 is the best way to guarantee that lower FPSes don't result in logic errors. Has anyone else come to that conclusion or am I just way off base?
EDIT: To be clear, I'm not talking about collision detection. More like... a loop not running at all?