With my impeccable timing, I have fixed BulletForge (again) 18 hours after the deadline for this contest, effectively rendering the BulletForge site completely pointless for this contest. Hooray for me. So yeah turns out the server went down for a few minutes for something (server move or something?) and then came back up which is when everything was supposed to start up again automatically. Nope. Instead we had a certain module in the BulletForge server process refusing to load for no apparent reason, causing a downtime for days. So yeah, I think being a real sysadmin would not a good career choice for me. Good thing that's not actually the career I'm pursuing, eh? :V
In all seriousness though, sorry for all the instability with BulletForge lately, especially since this was a time when a lot of you were uploading things. Crap like this shouldn't happen again and even if it does, it wouldn't take nearly as long to fix as it did this time. If I do decide to mess with it again, I'll be sure not to do it during the week of a contest's deadline. :ohdear:
EDIT: Suikama, interesting script. As for the slow down, going between rooms isn't what causes slowdown. If you just start the game and then hold spacebar to speed up it up, you'll notice the framerate will drop even without you doing anything. I'll dig around a little more but looking at the script in notepad is horrid (try it, I dare you).
EDIT2: Wow this is hilarious. Apparently modifying an effect object's properties (maybe only some properties) causes some lingering overhead processing. Great job mkm on a fabulous job on optimization. I found this out by commenting out everything in the turntables task except for the last two lines, the yield and the recursive call to itself. When Danmakufu no longer set the vertex positions every frame, framerate didn't drop anymore. Anyways, because you were setting vertex positions EVERY frame for a crapload of objects in the turntables task, the lingering overhead processing built up really really fast. You need to rewrite it so that it sets the vertex positions only when they need to change.