@Kratus you will have no issues with the windows or linux ports but when you try running games on a PSP (333mhz cpu) or a Wii (700mhz cpu) or even a low end android device then you will see the performance hit.
@msmalik681
Yeah man, it's true. In Windows port I have no problems, but I'm making some game for other peoples and they want to run on low hardware devices like PSP, Wii, Android and Dreamcast (for this one, some Ian Micheal tips helped me a lot).
I had a bad experience in the past year when I finished a game with a lot of ondraw/update scripts and then the customer asked for a Dreamcast port, unfortunately I had to redo the whole project to optimize most possible and reduce the memory/cpu usage.
The idea is to develop in a Windows port with already all optimizations, and then it will be easier if someone asks for a port for low hardware devices.
@Kratus:
Updates are not inherently bad at all. Like most things, it's just how you use them. I'll make that a topic for the next scheduled session.
DC
@DCurrent Thanks, it will be very helpful.
About the inputall, I tested and can confirm that it works in prototype builds, like the 7123 I'm currently using on SOR2X. To be honest, it opens a ton of customization options specially on menus.
@msmalik681 Thanks for bringing this question to the last live.
Man, you have no idea of how many variables you are preventing me from creating by using the last "getentity" tip, a lot of thanks for that. I'm using this method to identify random alive entities in real time that meet some defined requirements.
My old method is based on creating global variables at the "onspawn" event to store specific entities for further use, in case two or more entities have no other connections like the "parent" property.