I'm starting to work on a level boss which has been exciting and really educational. I have the first phase done. It's kind of a mess. It's all one event that uses signals to loop. It's got lots of wait commands and it was so big I couldn't take a picture of it. The first time the event plays out it's fine, but each time it loops the lag gets worse. It doesn't make new objects or anything. It kind of just changes animations and simulates different platform controls. Is there any way to reduce the lag on it? Or do I just need to redo it so that there's less stress on one event? Thanks in advance.
Develop games in your browser. Powerful, performant & highly capable.
If the initial event is running every tick then you add waits later on it will still start running every tick and spamming once it catches up, maybe it's doing this and running FPS times a second. This is unnecessary though, split it up into smaller events, why not?
I've divided the attacks up but am still getting lag. I've posted a few replies but keep deleting them because I think I fix it but I haven't.
Here's the capx. Once you get into the room with the boss, you have to hit "Q" to start it. From there his attacks will loop after the second pounding attack. But every time it loops there's more lag. I've been puzzling over this one all day and I just can't figure it out.
That share link isn't great, requires permission
Whoops! Sorry! This should be better. https://drive.google.com/file/d/1nr3L3UP6HE_nS8QWk0_GdSG2zijvnHSS/view?usp=drivesdk
My subscription on C3 ran out yesterday oops. I'll check it out when I can, or someone else might.
Awesome! Thanks I appreciate it!
I've been disabling parts of the game and running the boss. If I disable enough stuff the boss fight works fine. I'm guessing it's just poor optimization all around and the boss fight just puts it all over the edge. I probably just need to go through and clean up code.