Performance Focused Update


CSE could run quite slow on lower end rigs (or rarely on higher end one, oddly enough) and some recent events spurred me to make the game more efficient.

The first major thing is the change to the game's resolution. It is now 640x360, using PGM's magnify feature to make it appear larger. I've fixed many bugs, and addressed one area of slowdown in reducing dynamic processes used on animations and such. PGMMV can be a good tool when you know how to use it but it does trade performance for accessibility. Using text calls is apparently resource heavy. I've done some tricks to get around using actual text calls in certain places.

I've found ways to make my object usage more efficient on the HUD/'menu layer', reduced redundant unique objects/reducing total object count. All of the player's projectiles now have more unique sprites used to animate them. I've found ways to 'bake' certain visual effects into the sprite sheets for things so that I don't have to get the engine to put resources to do the same thing.

The build is public, so anyone can test it as usual. However if you have an integrated GPU/lower end rig and want to try my game out, it'll definitely run better for you than it did before. Still a work of progress of course.

Files

CSE Lv.1-4 [+Co-op].zip 195 MB
May 13, 2021

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