Performance Update [+Bug Fixes]


VISUAL:
Psywave type bullets (rotating green squares) have some added smoothness.


BUGS:
Fixed bug which caused power up capsule to skip breaking/spawning power up roulette object when taking damage at certain timings.
Fixed bug which caused the globe/earth on the title screen's logo to move from out of frame due to slower processing on certain hardware.


PERFORMANCE:
Reduced some link condition/node switching for Burai/Double HUD objects.
Cleaned up/improved link conditions/eventing on Nightmare/BOSS HUD objects, combined separate objects into one with vastly reduced node/link condition complexity, freeing up held memory for the game.
Reduced the number of variant menu scenes (had copies of relevant HUD objects for specific scenarios) as PGMMV will always hold objects stored on each menu layer. This freed up a decent amount of memory that I wasn't aware was being used redundantly. The game now only have one menu scene layer with the needed objects adjusted to work for any situation.
Reduced the number of animated tiles/lowered the GL calls in VaporWAVesque.
Reduced transparent space in cells used for psywave and for pinwheel type bullets.
Cleaned up/simplified eventing for all enemies in the game.
Removed redundant common actions from Aktabuts/Aktubas.
Cleaned up/simplified eventing for power up capsule.

Get Coma State Eden [昏睡状態エデン]

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