After BYOND update, the platformer game isn't responding like it was supposed to:
Hi, y'all. Did anyone experience any issue like this?
So I've been on a break from continue making my new game. The HUD was not visible anywhere, but I found the solution (Which supposedly was that the layer can't reach more than 9999). Now there are more issues like performance. The base I made using DM used to take a lot of resources, but now it's ludacris! I've noticed that the performance is poor now. And I don't know if it has anything to do with this but,
She was able to reach that platform. Why was this update necessary anyways?
ID:2250387
May 24 2017, 8:44 am
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What version were you using before the update to 511? Because the last time HUD behavior changed was not in 511, but in 510. It was labeled as a breaking change--and even then would not have impacted older games--so it would be more visible. If you've been away a long time, it's a very good idea to go through past release notes to find what's changed. There's also a post, 510 features in brief (which covers 508-510), and another post, 511 features in brief, that should help. Obviously I don't expect anyone to have known about those posts, but the release notes are all right there.
For the performance issues I would have to know more about your game. In general, 510 and 511 should have shown major boosts to performance. The only place where there was a big exception was with maptext, which now uses 510's KEEP_TOGETHER by default, and that was changed in a newer 511 build to 1) avoid that when possible, and 2) reuse temporary drawing surfaces for better performance. So even that I would think is unlikely to be the culprit.
I'm quite happy to take a look at your code and perhaps do some profiling to identify where performance might be faltering. If you want you can send me a private message with a link.
I can also suggest some tips here. Like for instance if you have a big background done as a screen object, with a screen_loc like "NORTHWEST TO SOUTHEAST" or something similar, that's going to create a lot of little tiles; you're far better off using a screen_loc of "CENTER" and then using transform to scale it wider.