I'm resurrecting this old thread. I've been struggling with long compile/preview times for awhile now and I finally made a breakthrough that is both good and bad. I'm hoping I can solicit some advice on how to mitigate some of the bad.
First, let me explain:
I discovered that my long preview time (which affects the final exe's startup time) is a combination (and compounding) of two things: A lot of events and a lot of layouts. Now that seems self-explanatory, but it's a little more complex that that. It seems that what's happening is that even though each layout is referencing the same event sheet includes, it's compiling those events for EVERY layout - even though they are referencing the same events.
Here's how I know: I didn't touch the events at all. I simply made another blank event sheet. Then I made every layout (except for 1) use the blank event sheet. My preview time went from almost 3 Mins to 20 Secs!! (and this is with about 50 layouts and 5000+ events) This discovery is HUGE for me. It's going to make developing the game so much easier as I can simply turn on the real event sheet for whatever layout(s) I'm currently working on.
However, this doesn't do anything to fix the final build's startup load time (which will have to have the real event sheets turned on for each layout). So, outside of creating a level editor (which is something I may end up doing) I'm not sure what I can do to fix this.
If there was a way to add event sheet includes at runtime it would probably be the easiest solution but I don't know of any way to do that. Would something like that be possible in Python?
Does anyone have any suggestions?