Ducky Metroidvania Game (Devlog)

Man I’ve totally forgot about those I’ll start on it later today thanks for reminding me :slightly_smiling_face:

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Okay, how do you save upgrades, when finishing a level you send it to a block that relays it the next one? or is it simpler

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it’s by using a Save behavior block. they can save values throughout play sessions.

Save block and please create your own topics.

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Oh no I’m running low on objects things are gonna start getting complicated.
image

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hohoho now it’s time to play the fun game of condensing literally everything into less objects and getting rid of things that make your game look good because they take up space

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No no I’m not getting rid of anything I’ll just squish a bunch of stuff into one object

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You seem to have a performance problem
Screenshot 2022-10-13 5.22.44 PM

Why do you have this in your “Half Floor” object? It doesn’t seem to do anything.
There are other problems as well with proximity and spawn.


If you need any help trying to figure out how to condense objects you can @ me

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Will do also I will look into everything and I’ll try to maybe find a way to make the spawn one go down.

Also how do I see that I haven’t been able to figure it out.

Indie

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Dang would have really been useful.

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Oh btw something that I think would be useful would be to use the In View behavior to not turn on the proximity/spawn until the player is within a specific distance of the object

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Ok I will be working on limiting lag for a little while now then :sweat_smile:

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How is the performance now @CodeAlpaca ?

Screenshot 2022-10-13 6.05.27 PM
Performance is much better, physics still takes up a bit though (Btw for reference, an empty game runs at 60 fps)

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How would I make physics take up less?

Not sure, I tried using the Enable when the objects are out of view to see if that helped, but it didn’t improve performance at all

What if I have objects spawn the enemy in when you’re in view would that work?

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Just use InView everywhere