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Cart #lightingdemothing-0 | 2020-04-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here is just a weird lighting platformer thing I made a while ago, not much of a game.

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I played around a bit with the code, particularly PC, _draw, and _update functions and took it from about 220 pixels max on my machine to about 360 pixels before the performance dropped.

Cart #zebutisezo-0 | 2020-05-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Some jump noises would be nice, but the code is very impressive.


Thanks RyanC! I'm very impressed on how you optimized this. I had originally thought that what I had done was about as much as Pico-8 could take. Also, I don't know why there isn't a character in mine, honestly...


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EnzoGray, you commented out drawing sprite 32 (the white character) in your original code.

I'm pretty sure there are more code optimizations that can be done but I don't know enough about Lua to be able to start theorizing about it much at the moment.

In general you want to avoid creating/destroying objects as much as possible (reuse is generally more efficient), lookup tables can be faster than raw calculation at the cost of memory (in this case I don't think there is enough calcuations to warrant it), short-circuit multiple chained if/and/or statements with the condition most likely to occur first, also if you're absolutely certain variables won't change then you can hardcode them (as that is quicker than looking them up).

I did a couple of minor changes and bumped the max number of pixels up to 400 so there is still room for more.


When I read that I was working on a sand-dropper thing that could really use some optimization, I'm gonna try implementing some of those techniques.



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