CAN A BUNCH OF MAP EVENTS LAG?
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My main question is will 200-300 touched by hero map events lag during game play? I'd also like to know just how many map events/npcs you can have before your game lags.
Edit: Using rm2k3.
Edit2: I made a common event handle the screens position, but I'd still like to know if/how many map events will lag.
Edit: Using rm2k3.
Edit2: I made a common event handle the screens position, but I'd still like to know if/how many map events will lag.
I have a 400x300 map and it's split into 400 screens. Every time you move out of the screen you will encounter this event which will move the screen to where you are. It looks like the zelda games for gbc. I just want to make sure I can use at least 200 touched by hero events before I actually finish the map. Also the events are invisible and don't move. Also do you know if their is a max amount of events you can fit on a map?
Depends on the engine too. RM2k/3 lag less than VX does. God, VX events kill! >.<; 2-300 should be kinda okay in 2k/3 but it'd probably kill VX - though there are antilag scripts out there that can help reduce it a bit by getting rid of events that are not on the current screen area.
That said, if you can get rid of certain events do it! Try adding what you can to the chipset, taking away what you don't need from it. Also, if you're using 16x16 formula for the event tiles, you can double the height to use the full part of the tile. As long as you don't mind the taller part being over the hero. That's great for tree tiles or roof tiles.
And you can make a panorama of ground tiles and just use an invisible X tile to stop you from passing through it - parallaxing as it's now called.
Um, you can also try cutting the maps into 'bite-size' pieces. There's a lot of ways to work around it.
EDIT: You can do the teleport edge thing with only one parallel process event on the map that keeps track of where the character is via X/Y variable checking, then check to see if they're on a tile that would teleport to the next area. If so, teleport.
EDIT2: Or block off parts of edges with trees, rocks, mountains/cliffs, water, etc so that you don't need as many teleport events.
That said, if you can get rid of certain events do it! Try adding what you can to the chipset, taking away what you don't need from it. Also, if you're using 16x16 formula for the event tiles, you can double the height to use the full part of the tile. As long as you don't mind the taller part being over the hero. That's great for tree tiles or roof tiles.
And you can make a panorama of ground tiles and just use an invisible X tile to stop you from passing through it - parallaxing as it's now called.
Um, you can also try cutting the maps into 'bite-size' pieces. There's a lot of ways to work around it.
EDIT: You can do the teleport edge thing with only one parallel process event on the map that keeps track of where the character is via X/Y variable checking, then check to see if they're on a tile that would teleport to the next area. If so, teleport.
EDIT2: Or block off parts of edges with trees, rocks, mountains/cliffs, water, etc so that you don't need as many teleport events.
I am blocking many paths with cliffs and trees, but some areas are meant to look open. Also I tried using a parallel event to move the screen for me, but I couldn't code it so that it wouldn't be used right away. Even when I use a switch for some reason it moves the screen right away. I would post the event, but its very long and not sure if I still have it. I think it was just incompatible with my other parallel process which automatically positions your screen based on a grid this was when ever you go in and out of a house, dungeon or cave your screen will be locked onto the grid instead of the hero.
Exactly. Also Yes I mean there are 400 screens. The grid is 20x20 each part of the grid is 20x15 tiles.
I don't think events will lag if they're not parallel events.
You can just test it. Make a test map, make one hero touch event, ctrl+c ctrl+v hundreds of times.
Sadly, sometimes the game will not lag on your computer, but it will for other people. I had this problem.
Also, you could just tell us why you need so many events. Maybe we have a simpler solution for what you need.
You can just test it. Make a test map, make one hero touch event, ctrl+c ctrl+v hundreds of times.
Sadly, sometimes the game will not lag on your computer, but it will for other people. I had this problem.
Also, you could just tell us why you need so many events. Maybe we have a simpler solution for what you need.
Ah, I understand. The side-wipe. Easy enough. Make the smaller maps that you want the effect for and in the teleport event/s use the show/hide screen commands. Slide Left/right/up/down do what you're asking for. They're near the bottom of the drop down menu for the Hide/Show screen commands.
So, let's say you touch the left edge of a map, the event command would be thus:
hide screen: slide left
Teleport (where to)
show screen: slide right
Easy peasy! Just mess about with it a bit!
This can still be used with the common event/track hero event by checking which way the hero is facing when he hits that certain tile.
EDIT: Just ignore that. See how in the game bits were blocked off by trees and other things? Do that to cut down on teleport events. Also, As I said, RM2K/3 handles lots of events alright. Ask a few friends to play test and see if they experience any lag.
So, let's say you touch the left edge of a map, the event command would be thus:
hide screen: slide left
Teleport (where to)
show screen: slide right
Easy peasy! Just mess about with it a bit!
This can still be used with the common event/track hero event by checking which way the hero is facing when he hits that certain tile.
EDIT: Just ignore that. See how in the game bits were blocked off by trees and other things? Do that to cut down on teleport events. Also, As I said, RM2K/3 handles lots of events alright. Ask a few friends to play test and see if they experience any lag.
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