Ok, so I already tested your game and this what I have to say:
Good things that deserve to be noticed:
- The game looks very profesional. Things like menu design, logo screen, title screen, pause option (can you explain how to pause a game with all that sprites moving in a lot of directions please?).
- The game works perfectly for what it intends to be, a shooter.
Right now, I own two computers, a high-end graphics desktop PC that I rarely use and when I do it’s only for gaming, and a lowww-end graphics netbook that I use for almost anything else.
I’ll tell you about my poor little netbook: it’s very handy, it has only 1GB of RAM and the integrated graphics card just support pixel shader up to 2.0 and it has only 8MB of VRAM… yes… not jocking… 8MB of VRAM… 8… megabytes (yes, I know, what I’m writing… megabytes)… of video dedicated memory.
I had my netbook equiped with very specific modded drivers that allows me to run some games that seems impossible to be played on a 8MB VRAM netbook, so I can run almost any 3D game that requires pixelshader 2.0 or lower and that its minimum requirements in matter of dedicated video memory are 128MB (yeah, I can run it with a lack of 120MB of VRAM). For example I had played Resident Evil 4 or Tomb Raider Legend at a very playable 28FPS speed; what makes me think that all the manufactured electronic hardware from the last two decades is severely underused in sake of commercial competition (and makes me think too that the modded “pirate” drivers I own are originally developed as part of a pact with the devil). Anyway, that’s just for experimental purposes as I said before I own a suited-for-gaming desktop PC.
So, by now you had to be thinking: cool, but why the fuck is erdo telling me all this shit?
And here’s why:
How it’s possible that a computer that can run very-complex full-of-graphics-effects calculating-lots-of-freaking-polygons games, lags when your 2D shooter display a bullet in screen?
I don’t know. So I tried your game in my sister’s laptop (a very good laptop) and guess what? your game lags when it shoots a bullet.
Lastly I turn on my desktop PC and try your game in it. And even when it’s barely noticeable in my gamer-PC it stills lag when it shoots and I can assure you: if something had an almost unnoticeable lag in this computer it will have a noticeable lag in any normal-for-the-current-standards computer.
Ok, it just lags for maybe half second (in the normal computers) and it’s just when the fire button is pressed, in the moment when the player shoots. Once the bullet is in the air the game returns to it’s normal speed so it’s no due to many sprites on the screen, it’s for whatever happens when the player press fire.
So, how many things are calculated in that moment?
Maybe you need to take a look at what your script is doing when the player shoots.
In the other hand, sounds and gameplay are great.
Take care and good luck!