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love the plugin. pls add animated cursors & x64 runtime support?

A topic by BuyWuppo created Nov 25, 2020 Views: 393 Replies: 2
Viewing posts 1 to 2

I'm very happy with the plugin. It hurts to turn it off and watch the cursor snail around like it used to. But here are 2 things I think the plugin could use:

- animated cursors. If I animate the cursor via window_set_cursor_ext whenever subimage should change, it lowers my fps dramatically. Every cursor change costs a big frame dip. I change my cursor sprite quite frequently even without animating it. Is there any workaround? Can I cache all the cursor frames and switch between them? Or perhaps is anything like that on the roadmap?

- I'm not entirely sure if this feature is already in stable GMS2.3+ , but when I select "Use x64 Windows Runtime" in the General Game Options, the cursor doesn't appear anymore. 

Developer

Performance should be much better in the recent versions (see devlog) - see if you are calling the functions multiple times per frame by any chance.

As for 64-bit runtime, that breaks every single existing DLL, and I have made decades of DLLs, so it will take some time to update all of them.

(1 edit)

I got the latest version, and I'm definitely not changing the cursor multiple times per frame. I made the cursor change extra slow for this gif so you can see the impact more clearly:


If I change the cursor in the step event instead of a draw event, the same thing happens but with the red bar. 


Here's another gif from a much more hectic room with lots of stuff going on. 

If you decide to take a look at it and there's anything I can do to help, please let me know!

Really sorry to hear about the 64-bit runtime breaking all your DLL's. Hopefully you can figure out some quick fixes along the way to save yourself time.