There are many hurdles that I have to overcome with this project, and I have overcome some of them. Dealing with compressed data, trying to find faster ways to process information going all over the place, etc etc. One would think that with all this that I had to basically restart the project from scratch. You’d be right in that regard to an extent, but it is more of starting with a blank canvas, and taking pieces of what I already made, one-by-one, and redoing them to better handle their tasks rather than toss everything I’ve done and start anew. Also takes much less time to work with what I already have and add them back one-by-one than to have it all in my face at once. A lot less stressful too.
This last hurdle I’m working on involves sprites. From what I had in the demo, they are probably the most process-intensive part of the game other than AI, because every single sprite has an animation, and each animation has to be updated each frame. PEtit Computer has some sprite animation functions built in, but unfortunately, they are very “basic”, excuse the pun, and I need something more workable. If I were using a programming language that dealt with compiling, this would be no problem, but this is an interpreter, and doing something as simple as VARIABLE=1 takes far more processing time than one would think. I’m currently getting good results with what I have now, displaying 9 sprites, each having 2 parts to them, so technically, 18 hardware sprites. I may yet use the built-in animation functions, but it will be for only those sprites that best use them, and everything else will use my current method. No AI yet, so once I get to that, I can then compare it against the demo, which began slowdown with only about 6-7 sprites on-screen.