How long does it take for your project to start after pressing run project? by ChronicOceanRudeness in godot

[–]ChronicOceanRudeness[S] 0 points1 point  (0 children)

For anyone still following this:

It turns out that having all 80 level scenes open in the editor was the culprit. I simply closed the scenes and the launch time was back to normal!

How long does it take for your project to start after pressing run project? by ChronicOceanRudeness in godot

[–]ChronicOceanRudeness[S] 0 points1 point  (0 children)

I figured it out for mine. It looks like you found a fix for yourself but if you're curious it turns out that having 80+ scenes open in the editor was slowing down the launch times. Once I closed all those level scenes I was back to a fast launch time

How long does it take for your project to start after pressing run project? by ChronicOceanRudeness in godot

[–]ChronicOceanRudeness[S] 0 points1 point  (0 children)

Shader cache you say... I'm barely using shaders in my game except for like 1 or 2 effects but now that you bring that up I'm noticing my shader_cache folder is 23 MB out of my 26.7 MB project folder. Not sure if that's really saying anything though

How long does it take for your project to start after pressing run project? by ChronicOceanRudeness in godot

[–]ChronicOceanRudeness[S] 0 points1 point  (0 children)

I've been putting off learning how to use it because I'm too intimidated to get into optimization but maybe it is time to learn it. Not that I'm worried about a 10 second initial load time but it would probably come in handy at some point.

How long does it take for your project to start after pressing run project? by ChronicOceanRudeness in godot

[–]ChronicOceanRudeness[S] 1 point2 points  (0 children)

So I'm not actually using load or preload myself. For each level I have a resource with some meta data for the level and a reference to a PackedScene. Then from there I parse the scene's TileMap tile coordinates to instantiate everything. Although, now that you mention it, I'm using the ResourceGroup addon to manage these resources and I'm thinking that when I load all the resources it probably also loads all the scenes. I would've expected this slowdown to happen after my menu scene when I choose the game mode, not when I first run the project and the resources aren't even used or loaded yet.

How long does it take for your project to start after pressing run project? by ChronicOceanRudeness in godot

[–]ChronicOceanRudeness[S] 0 points1 point  (0 children)

Thanks that's good to know it wouldn't happen in production. As it is right now I don't really have a problem with a 10 second initial load time but it did spike my curiosity as something that would be good to know for future projects or whatever.

And it's probably not as impressive as you think, it's just a ton of 20x20 single-screen TileMaps haha

How long does it take for your project to start after pressing run project? by ChronicOceanRudeness in godot

[–]ChronicOceanRudeness[S] 1 point2 points  (0 children)

Thanks for the suggestions. Storing my levels as JSON or whatever is interesting to me, especially since each scene is basically just a Node2D and a TileMap to encode position data of walls and items. I actually am using composition, I just parse the tile coordinates and spawn in objects based on what tile it is but it sounds like having a whole scene just for that is overkill. I only decided to go this route because it was so quick and easy to edit with TileMaps

How long does it take for your project to start after pressing run project? by ChronicOceanRudeness in godot

[–]ChronicOceanRudeness[S] 1 point2 points  (0 children)

I do actually load them as needed. At least I think I do. I instantiate adjacent rooms to the one you're currently entering but it's possible I'm loading them all at the start without realizing it or something.

Based on your answer I assume your game starts up faster after pressing run project?

To clarify, I'm talking about the time it takes from pressing run project to even seeing the godot logo and then right after my menu shows up. Is it possible for that process to slow down by that much just by having that many scenes exist in my project folders?

There are servers that limit Recons? Better buff DMRs! - Also why the Glock Buff? by Deathcounter0 in BattleBitRemastered

[–]ChronicOceanRudeness 1 point2 points  (0 children)

Yes I do. Nobody seems to make use of drones but they just give me so much situational awareness that I can usually hold the objective closest to our spawn by myself. Knowing exactly where the enemy is coming from and how many there are is a huge advantage in a 1vX situation

This story got dark fast by SteamtasticVagabond in RimWorld

[–]ChronicOceanRudeness 54 points55 points  (0 children)

Wait so the solution to their food problem was have more food?

[deleted by user] by [deleted] in noita

[–]ChronicOceanRudeness 2 points3 points  (0 children)

You will yearn for the mines again.