[VX ACE] LIMITS ON MAP SIZE?

Posts

Pages: 1
unity
You're magical to me.
12540
I've found that larger maps in VX Ace lag a lot on my laptop. For example, I made a 200 by 200 world map and when I enter it, everything slows to a crawl.

I know that, in this case, it's just a case of my laptop not being up to snuff to handle things, but that got me thinking: do any of you VX Ace developers set limits on how big you make maps in order to reduce lag?
500 x 500 is, I think the largest you can make the maps, period. Somewhere around that size, anyways (it might be 500 x 400, cause the 20 at the start of a number looks right to me).

I, personally, have had to decrease the size of my Ace world maps quite a bit because I like using the Mode 7 script, which generates a fair bit of lag on its own on top of large world maps. I think the largest I usually try to go is 200x200 or so, and even then I throw in the anti-lag script, just for the sake of trying some kind of optimization.
As Travio said, 500x500 is the largest size it can go. However, for the majority of games I've seen, most maps seem to be no larger than 100x100, and that's also in few instances. Most are even smaller than that.
CashmereCat
Self-proclaimed Puzzle Snob
11638
You can try using some kind of Anti-Lag script for large maps. The only problem with this is it disables events that are outside your field of view. So parallel processes have to be within sight in order to work, which is a challenge. As long as your world map has no parallel processes/autoruns holding it together, an anti-lag script should work fine.

Hope this helps you.
Large maps tend to lag a lot, especially with a lot of events on them (Ace has trouble with lots of events on maps).
You could break the map up into parts if you really need to eliminate the lag - continent by continent.
Pages: 1