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Divine_Cyanide

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A member registered Aug 26, 2025

Recent community posts

Really enjoying this, but I get heavy FPS drops starting around round 3 — looks

like a lot of other comments say the same. I had the browser console open and

there are three things in there that might explain it:

arpon_enemigo.gd:60 (_impactar, called from _physics_process) throws every

frame once a troop dies mid-flight:"Invalid type in function ...::_on_arpon_impacto_tropa. The Object-derived

class of argument 1 (previously freed)..."

An is_instance_valid() check before the emit (and making sure the harpoon is

freed on that path too) should stop it. In a web export each error prints a

full GDScript backtrace to the JS console, which is expensive — and it scales

with how many harpoon sharks are on screen, which fits the round-3 timing.

The [ArrastreVallas] debug print fires every frame while dragging a fence,

with the whole line array stringified. Hundreds of console.log calls per

second. Worth gating behind OS.is_debug_build().

captura_pantalla.gd:20 still has a hardcoded C:/Users/Santi/Pictures/Clickhold

path, so it errors out in the web build.