Slight but noticable slowdown after adding a bunch of active objects for dark effect
Hi guys, been awhile and hard at work on my new game however I ran into a snag last night that while not crippling it's a bit disheartening because I really don't want to remove this feature.
My game Weebish Mines is a platformer / Metroidvania that's very influenced by the old NES classic "Legacy of the Wizard". Anyhow all's well with how I'm handling the dark effect / torch areas in the game normally but after I added the effect to an entire game area I'm noticing a lot of slowdown.
Each 'tile' or whatever (though techincally it's not really tile-based) is a black 16 x 16 active object that exists on top of everything. I'm running a fast loop through the # of black tiles that sets their flag 0's to *off* and then if any are overlapping the guy's torch it sets that flag 0 to *on*. Last if any flag 0 is *on* it makes that black tile invisible and we get the effect that's seen here in this video:
http://www.youtube.com/watch?v=_sNco4rbSqY
(Sorry I forgot how to embed a youtube video here)
I thought at first it might just be the fastloop process for these now that there's a lot of them however upon disabling the fastloop completely I'm still getting the slowdown. So since I figured maybe it had something to do with the amount of active objects on the screen I tried increasing the # of objects at runtime from 1000 to 2500 and then 5000 for laughs but the slowdown still remains.
Sorry, I hope this is clear enough. I don't have HWA or even know how it'd work with this if I could. Any tips for solving my problem please? I'm using vanilla MMF2, a slightly older build than the current one- I just don't know what build it is right now (254, 255?)
Thank you!!