Is it possible to configure the loading screen for Action Game Tsukuru MV?
Action game makers take an unusually long time to load objects, so in my project, some scenes result in a black screen for over 10 seconds. Most players would likely mistake this for a bug. Naturally, my environment uses an M.2 internal SSD. If played on an HDD, it would take even longer.
Ideally, I’d like to eliminate the loading time, but it would be very difficult for players to enjoy the game without a loading screen. If there is a way to configure this, please let me know.
I considered having a scene with “Loading…” text animate during heavy scene transitions, but the animation also stops during loading, so it would still look like a bug either way.
This is a common “loading” phase in games, especially large ones. During development, I’ve been working hard to optimize the process to eliminate long pauses during transitions. However, since I’m using a relatively new PC, it’s difficult to rule out the possibility of such black-screen waiting situations occurring on players’ machines with lower specifications.
I’m also very curious about how other games implement this “loading” functionality. So far, while researching AGM, I haven’t found any official documentation or community discussions analyzing this state or providing technical solutions.
When testing on another laptop, the load time exceeded 1 minute and 30 seconds. Considering that many people play on PCs with lower specs, this is a very problematic situation.
In the Producer Letter available on Steam, it was acknowledged that the issue exists and that improvements are expected by summer. However, the extent of these improvements remains to be seen.
Unless load times are reduced significantly—perhaps to one-tenth of their current duration—it may be difficult for many projects to distribute and share their games for others to enjoy, even after completion.
The loading time is excessively long. Even with a loading indicator, this duration is still overly exaggerated.
It is recommended to optimize the game production process as well:
(1) Optimize image assets: Use images that match the required dimensions as closely as possible, compress them, and ensure they minimize rendering time during loading.
(2) Reduce the use of unnecessary object nodes: Prefer lightweight objects. Further optimizations should be made incrementally during the production process.
Thank you. I’m trying to reduce the load times incrementally by decreasing the number of nodes and the number of objects within each scene.
Fortunately, the built version had shorter load times than the test play, so I haven’t lost hope and will keep trying.
However, since it’s difficult to eliminate loading times entirely, I plan to insert a static scene with an announcement indicating that loading is in progress before scenes with long load times to mask the wait.
Ideally, it would be best to advance the loading process while playing an animation similar to the door-opening sequence in the old Resident Evil games.
Hey, would you be willing to share the latest version of your project with us, along with the specs of the PC that has the really long loading time?
This issue you are having seems unusual to us, and we would very much like to analyze your project to see what is happening. There could be an optimization or two that we can implement in AGMaker that will resolve your issue!
Thank you very much. The project itself hasn’t changed much from what I sent last time, but it seems the issue was caused by having multiple objects with numerous links originating from the “any” state placed within a single scene. The problem was significantly improved by drastically reducing the number of links from the “any” state on the problematic objects.
(The environment where loading was painfully slow: CPU: Ryzen 5 5600H, GPU: RTX 3060 laptop, RAM: 16GB, 500GB internal SSD)
Additionally, after applying the latest update, I tested the previous state of having many Any states connected, which used to cause slow loading, and found that the loading time had been reduced by about half.
This looks manageable now. Thank you for the update.
We’ll investigate the version of the project you share a bit more, just to be safe!
Even if you got a 50% improvement, we’d like to get that to an even higher number if we can.
Do let us know if anything in your situation changes, or if you have a eureka moment we could apply to our investigation. And of course I’ll let you know if we figure anything out ourselves!