I'm currently making a platformer for school, and it's really laggy, and in full screen mode, it hardly functions as intended. I've seen a few other posts addressing a similar issue, and I've learned that on Snap, the "touching" blocks are kind of slow.
So, I tried to reduce the amount of said blocks in the project, and it did help significantly... but it is still incredibly laggy. Why is this happening despite the removal of (most of) the "touching" blocks?
Sorry, I am way behind on my life (was away all weekend for a wedding) so I don't have time to debug your program. One of these other people will figure it out for you...
first thing i'm noticing here is it looks like there are two of the player sprite? either that's a mistake you need to fix, or i need some explanation on why two sprites look almost the same
also this is too many hat blocks, whenever i make a project i never use hat blocks for inputs, i use a loop, something like:
when flag clicked
forever:
if key pressed:
(do stuff)
if key pressed:
(do stuff)
etc. this also lets you do more complex things and control the order things happen, for example instead of copying code for the left arrow and d, you can do if <<key pressed> or <key pressed>>
it probably wasn't actually lag, the when key pressed hat blocks don't run the script constantly, they run like how keys are input when typing in a textbox, once, then repeating a bunch of times (not particularly fast)
the repeat speed and delay depend on the system so it doesn't make sense to use them for a platformer
Looks like an old custom block I made in an attempt to get something to happen once the shift key was pressed! Although, it didn't work (as expected, since there was no option for the shift key in the "key pressed" predicate to begin with). I guess I forgot to delete the block, lol.