Do you have any recommendations on handling a simple example as efficiently on performance as I can? I have a large room with a lot of shadow casters, and even when I have all the walls drawing shadows with submit_shadow_rect and static set to true, in the debugger I'm still seeing the shadow caster draw steps eating up most of my performance. My only goal is to make it so players can't see things behind walls as efficiently as possible
Fineapple
Creator of
Recent community posts
I wish this game were longer. I would have liked to spend more time exploring the really atmospheric and mysterious surroundings. The sound design, music, and environment design are all doing a really good job of making the player want to go explore their new surroundings, yet I found myself often rushed and caught up in having to focus on the survival mechanics. I would suggest focusing the gameplay more on exploration: include more 1-off environmental tidbits and lighten up on the pressure put on the player by hunger and the short day/night cycle. This game has lots of potential, and a lot of that can be reached with only the change of some numbers. Keep up the good work!
Game I meant to post: https://www.dropbox.com/s/ap11qfvp1awbaa0/100.zip?dl=0
Game I posted: https://itch.io/jam/100-lines-of-code-gamemaker-game-jam/rate/233538
Controls are:
A and D to move
W to jump
S to roll
E to shoot
R to reflect
press space to switch who's playing
and escape to return to the level select screen
click on a square to play on that level
Also the real project file is here: https://www.dropbox.com/s/uxuwyef229aq5vp/StutterShot.gmz?dl=0



