thats right, enemy coding isn't laggy unlike project labyrinth where spawning eight green slimes would burn your cpu to a crisp
i guess you can say that its not that laggy because unlike pl project t isn't a tile scrolling platformer, and i dont wanna code platforms like the way i did in duk battlegrounds (every platform and its hitbox was its own sprite) so you have to bear with me here
coding enemies is like how i did it in gcdn 5 where the enemies stats and other flags are in an item in a list with the help of custom extensions (it feels good to use those again) and spawning enemies takes the click of a custom block, and everything else is done for you other than hardcoding enemy ai like in kkn, big brain coding i know (it makes up for the spaghetti code)
the sandbag guy here is just a test enemy and the one you see in the tutorial (wink wink), stay tuned until i rip my hair out trying to get enemies to not lag the project to a pulp
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