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I really tried to reduce lag by minimizing texture sizes and decimating the polygons on downloaded models...
If I had to guess, it's one particular very large texture that I cannot reduce any more, even though it is about 50mb: Even on high settings it looks a little pixelated and on low settings, we're getting into Super Mario Bros. territory.
If you don't mind being spoiled on the ending of the game, I'm referring to the sprite sheet of the final painting animation of the woman. It's from a 23 second long video and has 267 frames. As I said, I could reduce it more (and I originally did, down to 17mb), but when I tested on low settings it was really just awful and I felt I couldn't release it like that.
Thanks Chazzy :)
Hopefully this will help more people load the room.
I'll try to fix this issue and some lag issues tomorrow (I'm away on vacation right now, without my PC)
I have hopefully just fixed this issue: I've switched the trigger to deactivate the palette from "on level start" to a later event. I believe this trigger was getting skipped at level start if the room was having trouble loading/lagging a lot.
I've also hopefully improved lag by reducing a lot of resource dependent elements.
I think that's a game engine problem, but not one that I've ever heard of before. The only other thing I can think of is that one of the keys on your keyboard is broken/pressed and it's causing the item to loop focus in/out?
If it happens again on another level, you could post it as a bug on the game studio's Discord server along with your player log. They might be able to sort it out for you.
I'll try to look into it!