SCP: Revamped. it's back!

I should also mention that proximity blocks were slowing the game down too but not as much.

Ye idk where the proximity blocks are coming from but I noticed that too.

It said 8.5 per millisecond or something? Maybe it’s because there are 8 scps with proximity?

Again, it’s just a matter of having objects use proximity only when neccessary

Ok, some bad news
There is absolutely no way I can replace those proximity blocks. They’re 100% essential. For example, 106 checks for the femur breaker, that needs to be spot on, 173 and most other hostiles test for players nearby, that’s essential for the walkie-talkies, and a couple other SCPs won’t even function without proximities.

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I tried playing the game and it’s super laggy. I don’t know why you don’t just make each block separately instead of trying to only have one, but changes depending on raycasts. I understand doing something like this if you have free edition. But you do have indie right? So I would try to make each wall separately, which I know can sometimes be a pain, but at least it would make the game run as smooth as butter.

Do they need to work while off screen?

I’m not entirely sure how the off screen would work for all players since its a multiplayer game, but you could try something like that.

Offscreening things won’t work since it is multiplayer.
I usually stick all my ground blocks together since it saves space in the library. Besides, it does allow for less code in the long run.

So you know the kind of artstyle I used for my The Facility game? That would be kinda cool it you did something similar to that so that way you can actually see what the SCP’s and characters look like instead of looking at them from above. Just an idea, but it would require a lot of updating so maybe it won’t be much of a great idea. Just a thought.

I’m trying to work on making them look better from a top-down since I haven’t done many topdowns. Besides, you took the spot of sidescrolling SCP games, lol.

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Update
Fixed some major lag issues involving proximities and raycasts.

Two things Im noticing is that I removed all the timers for the walls and made it a “once,” but the raycast marker is still sky-high.
Also, take a look at the object count. Why is it rising by 5/second?!

Something is spawning objects every second that has a raycast

I FOUND IT
I forgot the Heavy Containment walls were also objects so it was lagging the game with raycasts and I didn’t even know!! Now even sound effects are taking more lag than the raycasts!!!

@Greggo @ManiacPumpkin @bentley.holmquist could you tell me if it still lags?

Ummm… @grazer

Oh yeah, it’s a lot smoother now.

I think you’re the person I’m playing with then lol

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I’m exiting the game so I can lessen the controls, now they’re too fast lol.

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