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[SCRIPTING] [RMVX ACE] NEON BLACK LARGE SPRITE FIX PERFORMANCE ISSUE

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First off, if anyone can fix this issue, I'm willing to pay or trade favors or something. Just let me know your estimate (or what you want from me) after taking a look at the script.

Here's a link to the script itself for reference.

So, this script has been a blessing and a curse. For those not aware, this script allows larger sprites to function with the appropriate priority if they're, say, walking under a tree tile (as in if they're in front of the tree, the treetop won't overlap the top part of their sprite, and if they're behind the tree, the treetop would overlap them). This is basically a necessity for anyone working with sprites that are over the default 32x32.

Anyway, the script works by duplicating an "above" sprite over your own sprite when you're below tiles given the specified terrain tag. This functions well, but it also causes a fairly significant dip in performance. I don't mind this for the most part, but, for some players, this will crash their game, either when the script is actively working or after playing the game for a few hours.

I've tested the script on a clean game file and the performance dip wasn't as significant; this was with all my other game scripts running, so there's no script conflicts. I've also tried testing this on a clean map in my game project, and the performance dip is about the same as a fully populated map, so I think the issue might be the sheer size of my game; when the script is active, the memory usage seems to double and even triple, so with a small game this was pretty insignificant, but when your baseline is 250mb, it can start to spiral out of control. At least that's what I saw in my tests.

Since I can't shrink my game, I'm curious if this script can be retooled to be more performative, or, barring that, I'll take any feedback I can get. I've been pulling my hair out over this for months.
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