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DubiousDuckGames

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A member registered Aug 31, 2015 · View creator page →

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Hey thank you so much for the information!! I was able to recreate the exact scenario you described I reworked the collision checking logic for the poison clouds and changed how the game handles having multiple instances of the clouds. Plus put some cleanup logic in to remove redundant clouds which were simply wasting CPU time but not contributing to meaningful damage. It's performing much better on my machine now, but still need to do a little more testing.

The duration increases, along with enough damage to keep destroying enemies was leading to 500+ clouds stacking on-top of each other if circumstances played out right.. Thanks again for the help :)

thanks for the heads up! Working on fixing the FPS issue with some builds on some optimization code in the next version. 

I'm glad you enjoyed it! I'm working on scaling difficulties (like in Slay the Spire) that can be toggled on/off at the start of each run.

Thank you so much!! GameMaker's profiling tools really helped me pinpoint my performance issues. I moved a lot of collision checks outside of collision events and into timers.

Thank you for pointing this out!! I found what you described and made a coding change to resolve that bug. Looks like I wasn't handling edge cases correctly when reaching higher stat thresholds. 

 I'll be posting an update soon with this fix (and other bugs fixed + some balance changes)