many people probably noticed that running excessive fast loops is slow; this turns out to be because ALL "on loop" events are retrieved by the compiler when ANY loop is called. So even if theres only a single "on loop A" in your game, it will call the other 1000 "on loop X" events for every single pass through the loop.
nifflas had the neat workaround of putting loops into event groups, and opening/closing them when called.
So instead of doing
"Start loop A for 1000 loops"
do
"Open Group: Loop A"
"Start loop A for 1000 loops"
"Close Group: Loop A"
I'm sure it's going to be fixed in MMF3. Yay, we have to fork over another $100 to get another MMF bug fixed!
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Hey, that's real useful information.
It does sort of make sense, since the MMF2 identifies loops by names/strings, and this string can be a variable if you want to. So I guess MMF checks every "on loop" to see whether it belongs to the loop it's currently running.
Originally Posted by Pixelthief <3 whoever gave me the rating
Lol, I have a "Pixelthief flag system" in my games. About time you got a rating for it
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.