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Hi SkyCharger,

Thanks for your comment.
Could you please elaborate about what you mean by lag-skips please? I'd be happy to improve points of the game to make it better.

Thanks,

Padawin

lag-skip is when lag causes an object to, effectively, skip to a location instead of properly moving to it.

Okay, I haven't experienced it on the computers I played it. I will try on my older laptop. Do you experience this effect on any machines?

my at-work pc doesn't suffer from the lag.

But could you consider allowing full hp restore at checkpoints?

I've just uploaded the latest version (as per the exchanges with Boopy2), which includes health restoration at the beginning of each level.

I am not sure about restoration at each checkpoints, but if not, it's probably then sensible to add in the main menu a load level option to restart the current level. I will play a bit with it and experiment to see what can be done.


And thanks again for giving me feedbacks :D

I've tried it on my home PC again and it seems that you may be using a few synchronization calls too many per frame.
You may shave of some cycles if you wrap the sync-call routine into a function that checks if it has been called before in the current frame and only updates the sync variables during the first call.

as for checkpoint hp restore: now that I have thought some more on it, it doesn't actually need to be a full restore, a restore to 25% should suffice (for those cases where one triggers the checkpoint while at one hitpoint left.)

What do you mean by synchronization calls?
I am afraid I am too new in Unity to know how this is done, would you be able to help with it please?

I may have been a bit too tired, but a frequent warning given by the webconsole is:

warning: 2 FS.syncfs operations in flight at once, probably just doing extra work.