Problem with Lights

Started by Miori, Sun 16/02/2014 12:36:29

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Miori

You lucky one ;-D. Now i'm getting jealous ^^. Well it didn't take a minute to start the game exactly. After I press new game-button there is a scene I normally skip with esc, and that skipping took over a minute. ^^ It already takes longer, with only one layer XD And it's already lagging then, but with 20 it was really something I wouldn't do to the player XD Like I said, I'll let the player self decide how smoothy/laggy he wants to play. It's just a bit strange feeling. When darkness is disabled it's fluidly again and everything is running so fast suddenly XD

But now I'm really overthinking if I should really implement a day/night system. One more lag-making thing running in the background :/ I also will have weather running from time to time (snow). I could not spare the snow, but the day/night system. Maybe it could change by specific events... when the player goes to bed or something... Sry, ich denk schon wieder schriftlich XD

Ryan Timothy B

#21
Quote from: Miori on Sun 23/02/2014 12:47:13
After I press new game-button there is a scene I normally skip with esc, and that skipping took over a minute.
I haven't looked at this module, but you'll have to take advantage of
Code: ags
if (!Game.SkippingCutscene)

to draw the lighting effects to get around this delay, or anything else that Miori does within this skippable cutscene (like walking, etc).

Miori, when the cutscene is skipped it actually runs the lighting effects every single game loop that the game is trying to skip for the duration of this "skipped" cutscene. Skipping a cutscene doesn't actually skip over everything, it actually just excludes the wait within each game loop and processes the same duration of game loops as you would need if you hadn't skipped the cutscene.

Edit: Miori, you'll need to make your own TL:DR style of programming where you constantly check if the cutscene is currently being skipped, then just have it ignore any commands that are exclusive to this cutscene like the player walking back and forth, and then at the end of the cutscene summarize what happens within a  if (Game.SkippingCutscene)  condition.

Miori

It's not the big problem, because I don't want the player to skip my cutscenes. Its just for testing, so I don't have to see it every time I start XD But if it runs every game loop and every single one of it is lagging I understand that it takes so long. It is a scene where a text is written letter by letter and a short walking after it, so every letter is an extra lag ^_^

What is TL:DR style ???

Ryan Timothy B

I meant it as:
   Too lazy, didn't read  --> Too lazy, didn't watch cutscene

As for non skippable cutscenes... :-X

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