P
PowerSeal
Guest
Hello everyone,
I am currently in the process of making my first game and I have managed to make my pause menu. I have done so by virtue of adding an invisible object (o_Pause) into every room which is programmed that upon pressing the backspace button that it deactivates all instances and activates the instances that are relevant only to the menu. I have different screens for the menu such as one for saving and quitting, one for items, one for quest stats, etc. and when in a specific screen even for just ten seconds it starts to cause some lag. I have all of these screens separated by different states (such as scr_states_ItemScreen for the items, etc.) and they are listed in the step event.
I understand that the step event is what is causing the game to perform a specific function at every frame rate of the game. My frame rate is at 60. Should I have all of this moved to a different event instead of the step event? I feel like what is causing all of this lag is the fact that it is all in the step event.
I am currently in the process of making my first game and I have managed to make my pause menu. I have done so by virtue of adding an invisible object (o_Pause) into every room which is programmed that upon pressing the backspace button that it deactivates all instances and activates the instances that are relevant only to the menu. I have different screens for the menu such as one for saving and quitting, one for items, one for quest stats, etc. and when in a specific screen even for just ten seconds it starts to cause some lag. I have all of these screens separated by different states (such as scr_states_ItemScreen for the items, etc.) and they are listed in the step event.
I understand that the step event is what is causing the game to perform a specific function at every frame rate of the game. My frame rate is at 60. Should I have all of this moved to a different event instead of the step event? I feel like what is causing all of this lag is the fact that it is all in the step event.