Significant Performance Update! [+Bug Fixes]


PERFORMANCE:
Burai/Double's Flash Shield objects are no longer set to be 'controlled by the player'. In PGMMV, any object that you want to enable to be controlled by the player costs a lot more resources than other objects. It's a quirk with this engine, but if you need a gun object to respond to button presses from a specific player, that object is considered to be another 'player'.

Burai/Double have 2 child objects (shooting/Flash Shield), and originally both child objects were set to be player controlled, so in effect there were '6 players' in the game at once. I managed to make their shooting objects not player controlled, but the Flash Shield seemed a lot more difficult to figure out. When I tried to implement this before, the Flash Shield's directional shielding didn't carry 100% accuracy. I'm proud to say this is no longer the case. There is significant performance increase for lower end hardware, and on higher end hardware it just keeps it on 60FPS even more of the time. This is as potent as it is in combination with all of my other optimization efforts.


Removed redundant objects from Aldimagh's boss scene, lowering parallel processing and scene loading time.
Removed redundant objects from Eankama's boss scene, lowering parallel processing and scene loading time.


BUGS:
Fixed bug which caused orange Lego breakable tiles to spawn invisible objects which did nothing and didn't dispose of themselves/memory leak.
Fixed bug which caused game to soft lock if picking up a Flash Shield return power up.
Fixed bug which caused the player to be unable to shoot or pause the game after Mawkamir's intro.
Fixed bug which caused flame projectiles to ignore Flash Shields if doing a neutral shield to reflect them.

Get Coma State Eden [昏睡状態エデン]

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