HOW MUCH DOES AN EVENT SLOW DOWN A GAME IF IT DOESN'T DO ANYTHING? RMVX ACE
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In my game there are a few screens when there are quite large crowds. One has 72 events in one screen but these events aren't programmed to do anything, they're just
there to show a crowd turned on by a switch.
Does this have a big effect on slowing down computers?
there to show a crowd turned on by a switch.
Does this have a big effect on slowing down computers?
I would say, typically, once the sprite/event is loaded in, since there is no further action (If there are, they do not trigger until an action button I would assume), they are not running any processes in the background. No animation, no movement, ect.
I would not worry unless they are all doing something at the same time.
Enjoy your scary large crowds.
I would not worry unless they are all doing something at the same time.
Enjoy your scary large crowds.
Actually, I believe the larger the map, the more events you have, even your database size = can all slow down your game. Ace has limits.
Basically what Kory_Toombs said. If the event in question isn't doing anything, it's not draining much of anything. It's draining something, but that measurement is probably negligible. Still, get rid of it if you don't need it because streamlining your program is a habit you should really pick up. Your biggest memory drains are usually graphics and music; particularly animations. It's not the whole game. It's just what's on your screen. So yeah, generally keep your maps a reasonable size, and if you've got 50 animations going, you're probably murdering your framerate. Mind you, if you've got a hundred variables and switches going through an event (and that's not actually uncommon), then you're, very likely, going to notice something, though probably not something major. Giant world maps are okay because in the typical game, they usually don't have anything going on in them except transfers.
I don't think it will affect anything in case they're not animated. You can probably got even more events and keep it smooth. A middle-sized town should have this amount of events.
From my understanding, Ace has to run through every possible option on on every tab of an event to see if you're using it. So even if it's not doing anything Ace still has to check and find out.
You can run some tests yourself. Just spam a crapload of events not doing anything. Then make a select few events (the heroes) move around and maybe display a few stock animations as well. See if the game slows down. Granted, if it doesn't, it's not a guarantee that things won't slow down when you're doing it for real, but you can still get a sense of what the engine handles well and what it handles less well.
I actually have noticeable lag in one of my games (Chips Challenge, where you move the blocks.) That is mostly caused by having over 200 events on one page. Many of those are parallel processes. So it's something I have experienced. Another way you can give yourself lag is in the program database, ie. not the game, but Ace itself. Load up one of the largest icon sets available into your game and you'll notice lag every time you open up your database.
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