GAME SLOWDOWN [2K3]

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Ok, so I've been trying to figure out this problem for a long time now, and can't come up with anything. The issue is there's 2 specific areas in my game that slow the game down/lag the game horribly. One being a big maze-like area (but there really isn't any parallel processes running that would slow it down that much...) and the other at the entrance to a cave that lags horribly at one point and afterwards, even though in every other instance that you go inside that cave prior to that event, it never lags. I have no idea on how to fix this, and am wondering if anyone would happen to have any ideas on what could be causing this lag?
Well, first you should check for parallel processes, but I think you already did that. Is there a lot of number crunching and updating of variables?

Pictures being shown based on variable values?

Battle animations being shown?

Auto start events?

Lots of actual sprite events?
Even if you only have a couple of parallel processes, you might try either condensing them, or adding different numbers of 'wait 0.0' to them so that they don't hit all at the same time and logjam.

In the past, when I've encountered lag on larger maps, I've tried to end run around it by turning off events that are far enough from the player to not appear on screen.

I ran into a dramatic bit of lag in one of my projects and discovered it was because I made a mistake and allowed an event to call ITSELF.

For debug purposes, I suggest you make a copy of the maps in question and start removing elements, one at a time, until you find the one responsible for your lag.
Well, I know that there aren't really any number crunching or updating of variables at all (the first map it happens at doesn't even use variables). There is one Parallel Process that makes sure to shut off 23 switches (all used in-battle so as to make sure they STAY shut off), and it does use 28 sprites on the screen (but at various times. At the time it lags the first time, there's only 2 sprites on screen before they're removed and you're left with the player party as usual). The second map it lags at seems to be constant throughout though. And it's not just in one area, it's in both big maze areas (which the first one checks a variable to make a boss spawn at one random location, the second does no such thing so it's confusing).

I may try the debug method and see what's going on.
The switches shouldn't be a problem, or the sprites. Those are low quantities, in my opinion.

I don't know about the Boss randomizer, though. That could be it... but check by cutting the event and pasting it in a different, tester map, and then go to the problematic map and see.
Well, it randomizes it everytime you enter the area he's in from the entrance. Though on each of the boss's event page, at the very end I DO have it set to Parallel Process and all 9 locations that the boss can spawn at has the Erase Event on them. Dunno if THAT would cause it with that or not, but that wouldn't explain the lag in the 2nd map of the same dungeon (there isn't really anything there that I can think of that would cause it to lag at all...). And worse, is that that's only the huge area (350x400 for both areas. They're both the same map essentially). The other doesn't have anything but normal events (and that's only 20x20). @_@
Oh, that's another thing. The size of the map. I remember when I played The Way Episode 4 on my old (OLD) computer, and I got to Estrana (it was a city 500x500 tiles big). Major lag.

Then I played in a different computer and it was fine. That *could* be the problem, but if your computer is modern, I don't know what could be causing it.
My computer is roughly 4-5 years old so that could be it...but the other map doesn't make any sense then if that's the case x_x;;
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
They could have two different problems. Don't rule out a solution just because it could only be true for one of the two maps.

350x400 is pretty massive, but I'm pretty sure map size alone doesn't cause any meaningful amount of lag - what causes the real lag is the fact that you probably have 40x as many events on that map that you have on any other map. This sounds obvious, and might not be possible, but have you considered splitting it into two maps? If you've already created complex cut scenes you might be reluctant, because it can cause the cut scenes to not work any more, but if you start out by just making a copy of your map and then blacken out the left half of one version and the right half of the other version, the event IDs and coordinates should remain intact and thus the cut scenes should still work. Having half the map be empty of events and animated tiles is just as effective, lag-reduction-wise, as deleting half the map.

If you're lagging on a 20x20 map with no parallel processes and no auto-start events, then either something is fucked up in your common events that only affects that area, or some sort of event started in the previous area and is still running (which can only happen for button-press or called events, not parallel or autostart), or you're wrong and there really is an event running. If there's nothing running, then there's no lag, plain and simple.
The reason I didn't do so at first (though I am thinking of doing so) is because I didn't want to have 50 million maps in this game (though I guess having a lot of maps isn't a big issue...). Plus it made it easier to find things and work around with things.

The second biggest map (that I see) is 200x200, and that has literally no lag in it at all. Which also has one parallel process (that every other map has as mentioned above, to prevent those switches from staying on) and a few auto-start events (at different times of course). Though that one does have 2 different maps as one is meant for encounters and the other not...hmmm. Still, the amount of stuff on both maps is the same just about...

Well, there really isn't any common events specific to that particular area of the 20x20 map, so maybe something is running somewhere else...though I can't imagine what it'd be at all as I don't know of any events that continue into any dungeons upon entering them...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
350x400 is almost four times as big as 200x200. Of course it's going to have way more potential for lag.

There are way more downsides to having big maps than there are to having multiple maps. Unless you are worried about going over the 9999 map limit, you really ought to split it up in situations like that.
Oh, I didn't even know there WAS an actual map limit. That was my main concern actually since I didn't know how many maps 2k3 could have naturally x_x;;
A few other ideas on top of what's mentioned:
- There's not only parallel event which could suck out your CPU, it could also be that you have loops in some event, with some tricky condition to break the loop
- Look the common events as well, some could be triggered
- In your little map, if there's not too much events, you could try and delete each event to narrow the problem down (after having copied the map of course)
- Big Map are drying out your RAM in RM (any version), so even more if you have a poor RAM and especially if you have many other applications running. try on another machine and/or with all the application closed to test that. You could also check the RAM%age (CTRL + Alt + Sup)
- Check if you have many pictures manipulations

Well, that's it from top of my mind
So I split up that really huge map into smaller maps (50 maps for both areas roughly, so that's roughly 100 new maps created x_x). Haven't tested that yet to see if it reduces lag or not, but I would assume it would. As for the 20x20 map, it would seem that there WAS a Parallel Process that was lagging it (after testing this by copying map elsewhere, it seems that me having a Parallel Process for forcing the player to have specific party members for the upcoming area anytime they entered that dungeon was the cause for some reason). So that should take care of any lag issues in both areas, I hope x_x;;

Do appreciate ya'lls help though ^^
Holy crap! That was like 100 maps?!
The map was based around FFVIII's Tomb of the Unknown King, and there were two almost exact duplicates of the same map (meant to confuse the player, but it's not like it's THAT confusing...I can't do it like FFVIII can after all), and it WAS a 350x400 map or something like that, so there were plenty of rooms I could've fit on there. In fact, there was a LOT of blank space still on that map...
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