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Screenshot Survival 20XX
I thought about that too... it was actually worse, on and off each frame... I slowed it down a bit, but I'll probably drop it down to 1 flash and some other kind of effect.
Screenshot Survival 20XX
How much does an event slow down a game if it doesn't do anything? RMVX ACE
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.
Screenshot Survival 20XX
It's not easy squeezing detail into these little guys. I'm still thinking about the designs for the hero, but I'll probably end up with the horseshoe mustache.
Screenshot Survival 20XX
Screenshot Survival 20XX
Thanks for the comps guys!
@Cap It's supposed to be a mustache... Every great hero needs a mustache!
He even fights legged mushrooms...
@Cap It's supposed to be a mustache... Every great hero needs a mustache!
He even fights legged mushrooms...
Screenshot Survival 20XX
Screenshot Survival 20XX
Screenshot Survival 20XX
author=Pizza
Does anyone know if it's just events in general that cause Ace to lag, or a certain type of event? I've heard that Parallel Processes are the culprit, but I want to be certain- there's no lag right now, but I basically need to simulate a large part of a third layer with events for this tileset, and that issue is only going to become more prominent in later areas.
From my experience, if there is enough of them, the events don't have to be doing anything for them to cause lag. If you're constantly flipping switches or variables, then you're asking the engine to refresh the map, and then it has to look at every event to see if changes it or not.
If you find the events slowing you down, use a picture that's fixed to the map, or make a really big custom charset to reduce the amount of events.
Wonderful visuals as usual though. I really like the lighthouse, and the depth/sense-of-elevation in the mapping.
Punk, looking good, but I agree with Pizza's thoughts on the trees.