- Joined
- Nov 3, 2015
- Messages
- 233
- Reaction score
- 204
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- English
- Primarily Uses
- RMMV
In my game there is a common event that checks for 2 things. One common event checks for Low HP and is running at a parallel process. It is a conditional branch and is always running. When the low HP triggers the conditional branch, the character flashes. I don't see any notable problems with it.
The second method is the same, and it does it for the MP. Instead of flashing the character, however, a simple animation loops. (It is z's, like the character is sleepy). It seems like when that event is triggered, however, there is a slight drop in FPS. And if this animation is playing during a complex event, there is noticeable lag.
I'm pretty certain that the animation is the culprit of this. I was wondering if there was a solution to this? It's no big deal, but I don't feel comfortable releasing a game with a problem I'm aware of. =]
The second method is the same, and it does it for the MP. Instead of flashing the character, however, a simple animation loops. (It is z's, like the character is sleepy). It seems like when that event is triggered, however, there is a slight drop in FPS. And if this animation is playing during a complex event, there is noticeable lag.
I'm pretty certain that the animation is the culprit of this. I was wondering if there was a solution to this? It's no big deal, but I don't feel comfortable releasing a game with a problem I'm aware of. =]

