- Joined
- Nov 23, 2012
- Messages
- 2,192
- Reaction score
- 382
- First Language
- Swedish
- Primarily Uses
Hey!
So at the moment I'm working on a pretty complicated puzzle, and when I finished it I noticed that events will automatically reset positions when the player enters a new map. My puzzle functions in a way that the player needs to do stuff on both maps in order to complete the puzzle. So while I was playtesting and moving around the events on the bottom floor map, and then after transfered to the upper floor map in order to drop down events to the lower floor, I noticed that all the events that I moved around on the bottom floor had been reset to It's original positions.
Can you prevent this from happening, and if so how?
I fixed it by adding the same floors to the same map, but now I'm experiencing a lot of lags from all the events, and the big parallell processes that I'm using for the puzzles (Lots of events that's constantly checking coordinates and stuff)
I'm thinking about using script calls and make the parallell events into common events instead (not sure if that would help),
or maybe adding switches at specific transfers that will activate the common events depending if you are on the lower floor or the upper floor, to prevent them from running at the same time.
Anyone that might have a solution for this? And how do you guys deal with lag overall (and how do you check the fps for the game while playtesting?)
Best Regards
~Dark.
So at the moment I'm working on a pretty complicated puzzle, and when I finished it I noticed that events will automatically reset positions when the player enters a new map. My puzzle functions in a way that the player needs to do stuff on both maps in order to complete the puzzle. So while I was playtesting and moving around the events on the bottom floor map, and then after transfered to the upper floor map in order to drop down events to the lower floor, I noticed that all the events that I moved around on the bottom floor had been reset to It's original positions.
Can you prevent this from happening, and if so how?
I fixed it by adding the same floors to the same map, but now I'm experiencing a lot of lags from all the events, and the big parallell processes that I'm using for the puzzles (Lots of events that's constantly checking coordinates and stuff)
I'm thinking about using script calls and make the parallell events into common events instead (not sure if that would help),
or maybe adding switches at specific transfers that will activate the common events depending if you are on the lower floor or the upper floor, to prevent them from running at the same time.
Anyone that might have a solution for this? And how do you guys deal with lag overall (and how do you check the fps for the game while playtesting?)
Best Regards
~Dark.

