• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

THE Captain's Log #28 - I think I've got enough treasure to brag about it!

  • orochii
  • 12/04/2013 04:05 PM
  • 892 views
So, all this time I've been slowly, VERY slowly doing as much as possible (real life hates me :'C). But yeah, at last, there is something important I want to share.

Thing is, I've done a huge lot of changes to reduce lag. First of all, Drekirökr now uses RGSS3. In RMXP. I followed this guy: Link. I knew this thing long time ago (like, some months), but I wasn't sure. I tried it before, and lag was the same (or even worse). So I though, this time I'm going serious! And this is the result. IT WAS ALL MODE7's FAULT. And Poccil's tilemap.

So, this is the changelist, with my explanations:

- Hello RGSS3. It's supposed to enhance performance. Didn't saw too much of a change though. But at least I now can use a natively supported wave effect! (and several other new things).
Using RGSS3 on RMXP seems to be legal. I can make use of the binaries under either a trial license or VXALite's license. I still can't commercialize, but I don't care, I was not going to anyway. Dreki is completely free forever.

- Goodbye Mode7. Hello Dirtie's wrapping script. I made it work by using something similar to this trick: Link #2. Basically, leaving some space at the outside of the map, and teleporting when the char gets close to the edges. It works VERY good and fluid. Mode7's only good thing was the "wow" factor, but it's not worth it. TOO MUCH LAG was the cost, and I was not willing to pay.

- No Poccil's tilemap, Yes WhiteFlute Tilemap. Poccil's was a fine tilemap, but I preferred WhiteFlute's one. It's coded in C++, so I can't change anything inside of it... but it's pretty good. Dunno if performance-wise is better though :\. I saw a little performance increase!

- Changed framerate back to 40fps. I had it running on 60 before, but I think I was being too optimistic/greedy/something. I hope this enhances RPG Maker's lagginess.

Other things I've been doing include but are not limited to bug fixing, interface small tweaks and changes, and a very early version of Phamas Forest. Also some database'ing here and there and I'm still planning some "passive skills". I want to do as less "raise X of Y base stat" as much as possible, either making that increase conditional or something (I've mimicked some Pokémons abilities like moxie). Passives will help me balance certain stuff and will add some more variety to the game. But it's the last thing I'm adding, I swear!

Anyway, here a screenshot of the proto Phamas Forest!

And here you can see the worldmap without Mode7. I think it looks fine.


More news to come, as this is the final month of this year and I HAVE TO WORK AS MUCH AS POSSIBRU!!!!!!

Be awesome people, and thanks if you read all this,
Orochii Zouveleki

Posts

Pages: 1
I just love your custom art, muramasa ( hehe, it's me, Luchi from RMW ). Keep it up. I'd love to see how this turns out in the end.
Yesss I know Luchi! Anyway, I've been out of the site for too long. It was time to update! And check up what has been going up here.

So, yeah, thanks for reading!
Pages: 1