kalel
February 13, 2017, 7:49am
9
KiEN:
Thanks, it is a large project indeed, It’s been in the making for the last year and a half. Even though I’m mostly an animator and I had to spend a lot of time optimizing the game, I’m fairly confident that the code isn’t an issue. I’ve made sure that the events mostly trigger only when needed (no pixel perfect collisions, check whether casting animation is finished only if player is casting and the animation sprite number is >0 etc. In other words, at any given moment only a limited number of events are active ).
At one point I had even lowered the frame rate of all the animations to a barely acceptable minimum. (It’s pixel art graphics so the sprites weren’t big to begin with). These actions didn’t affect the lag considerably. So I just made a new empty project and run the profiler (Vsync is on). These are the results:
imgur.com/a/ckNTH
As you can see, there are frame rate peaks (or rather drops) every couple of seconds. I’m running Windows 10, Intel core i7 CPU, 16GB RAM. There has to be a compatibility problem, since when I was using an older laptop I didn’t experience almost any frame drops.
I’m very grateful for GDevelop, I have learned so much, both programming logic-wise and game design-wise (with an almost non-existent experience curve). I don’t want to put too much pressure on somebody who’s giving us all this just out of their good will and for free, but I have to say that if these issues are not addressed, any further development is overshadowed by something that makes GDevelop games look quite unprofessional (at least on similar systems to mine).
Try explaining to the “PC-master-race-hot-FPS-git gud” guy why your 2D indie game frame-skips every couple of seconds.
Thanks for replying, hope we find a solution.
This is not a real solution, but while working on a windows demo, I experienced the same issues, but only on some computers (difficult to tell why). Anyhow, disabling vsync made the game at least run smoothly on all of them.