Hello!
I'm making some parallel processes to track the player's progress through various puzzles in my game, and I feel like they could probably be cleaned up a smidge, because they're producing crazy lag in playtesting. (For the record, I only experience significant lag while in rooms with parallels, so Occam's Razor would suggest it's not anything else causing the problem.)
I took a screenshot of a couple of my parallels:
https://www.dropbox.com/s/m3sj9iry8qiwmde/Screenshot%202016-06-02%2018.33.02.png?dl=0
https://www.dropbox.com/s/z3e9xdxxr6pkjov/Screenshot%202016-06-02%2018.32.38.png?dl=0
Just in case those don't work, I've copied the text from one of those parallel processes in the spoiler below:
Loop
 If
#0003Â is ON
  If
#0004 is ON
   If
#0005 is ON
    If
#0006 is ON
     Fadeout Screen
     Change Transparency: ON
     Control Switches:
#0002 = OFF
     Control Self Switch C = OFF
     Control Self Switch D = ON
     Break Loop
    Else
    End
    Else
   End
  Else
  End
 Else
 End
Repeat Above
Is there any way I can simplify these to reduce lag? I'm open to running the checks in some other way if that's needed to cut it, because playtesting this room is actually impossible due to the lag, and I really need to make sure this puzzle works. I'm a poster child noob when it comes to programming these processes, so I'm sure I can tighten this up somehow.
Thanks in advance!
PS: Just FYI the puzzle involves talking to people and giving them things, so this process is checking whether you've given four specific people their things or not. It then ends the puzzle sequence and moves you forward in the scenario once you've given things to those four people.