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[RMMV] Minimum hardware specs to run 60 FPS?

Just looking for some numbers to work with before I buy a new computer. Currently my HP laptop runs RPGMV at 40 FPS.
I made a graph to show FPS performance over the course of drawing pictures with the show picture command, and found some unexpected results:

0-39 Pics = 40 FPS
40 = 39 FPS
41 = 38 FPS
43 = 37 FPS
45 = 36 FPS
47 = 35 FPS
50 = 34 FPS
53 = 33 FPS
56 = 32 FPS
60 = 31 FPS
62 = 30 FPS
65 = 29 FPS
69 = 28 FPS
72 = 27 FPS
76 = 26 FPS
80 = 25 FPS
84 = 24 FPS
90 = 23 FPS
95 = 22 FPS
100 = 21 FPS
107 = 20 FPS
114 = 19 FPS
123 = 18 FPS
131 = 17 FPS
142 = 16 FPS
155 = 15 FPS
At this point I got bored and intentionally tried to crash MV, but to no avail. By the time 800 pictures were drawn, MV would crawl at 2 FPS and would not drop anymore, no matter how many pictures were drawn. These numbers stayed consistent whether the maxPictures were 50 or 1200.

Needless to say, it's time for an upgrade. Also note that the decay in frame rate drops precipitously when you hit 90 pictures and up. Why is that? Also notice how there is no drop in frame rate at all between 1 and 39 pictures.

EDIT: Just downloaded and played a demo game called "The Tavern". By the time I got user input, it was running at 12 FPS. What's the best laptop or tablet to play these games on?
EDIT II: Thank you kory toombs! Found out some more info.
Set my laptop to run 60 FPS, also added TorDamian's Fluidstep Plugin, and SumRndmDde - Fast Forward. Honestly, it made little difference! Playing at 1.5x speed gets me close to where I need to be, but still very choppy. FPS dropped to the same depths as well in the show picture test. After considering VX Ace performance, porting to Ruby has never sounded so good!

This is why I was asking about a variable parameter Wait command last week! The idea is to 1) Detect the player's rate per their machine... and 2) adjust the wait times appropriately based on this, so picture-based animations would appear more consistent over different machines.

[RMMV] Script call for Wait?

gameinterpreter doesn't work... so how do you execute a wait in a script command?
Thanks to whoever answers this, don't feel like planting another branch tree!

[RMMV] Nodekit says I have files missing... wtf?!

This is from a newly created project file, and none of the core js files have been edited. I noticed test games were sluggish loading and now I know why, it was trying to find files it couldn't find.
What I don't understand is:
  • I DO possess pixi, pixi-tileset, and pixi-picture js in my libs folder. They are loaded successfully.
  • I DO NOT possess these same files with .map at the end. My index file calls for pixi, pixi-tileset, and pixi-picture, but not with with .map afterwards. Here is what I am looking at:


This happens even when all plugins are turned off as well btw. What is a parser error? Is this cause for concern? I can't submit stuff with files missing.

[RMMV] What is the ideal screen resolution to use?

The concern here is if a dev changed the screen resolution of their project in a late stage, all of the events that deal with x,y cords would have to be redone.
So I'm going to consign to a final resolution before going any further, but what?

Tried 1632 x 816. Pros: it loops the default parallaxes perfectly and gives you a lot of room for detailed huds and other UI elements.
Has anyone ever had success with resolution this big?
Cons: The character sprite lags upon user movement, but not event movement as much. The usual lag from pathing audio seems more pronounced than the default 816 x 408, or maybe it just looks that way because it is larger?

Tried default 816 x 408 (Ed: height is 624. Got 408 from the overall shape of what I'm working on oops). Pros: User input is much more fluid for the character sprite.
Cons: Full screen mode gives you this gray letterbox on the left and right sides. How do you get rid of that?

I don't know what is more taxing for the user's machine (in terms of performance). A large square shaped screen size? 816 x 816
Or a wide, narrow rectangle screen size? 1632 x 408

Also, porting to phones. Size is important for on screen buttons expecting user touch. What is a good screen size to use if you want to play the game on phones? I would guess that 1632 x 816 is way too big. Thanks for any input!

[RMMV] Call Map Event script question

This is what I have. IT WORKS. But that's not the problem.

$gameMap.event($gameVariables.value(60), $gameVariables.value(63)).start();

The first argument is the ID of map event to be called. The second argument is its Event Page. I'm aware that map events are evaluated from highest event page back. The second argument... no matter what I put in, variable or constant, it ALWAYS gives me the highest event page, and not lower ones.

Ex: I set Var 63 (the event page) to 2 (the desired result is to trigger page 2). The event to be called has 4 pages. When the above script is executed, it triggers page 4 every time. What am I missing?

EDIT: FIXED. Figured it out. Checking variable condition for the Event Page works, and gives me the desired page. (Haven't used event pages since RM95)
PLEASE DELETE THIS POST THANKS RMN :)

[RMMV] Master! We are out of variables!

RMMV gives you 5000. I need 19,500. I have lots of questions...

1) Saving variables as strings. Strings typically begin set to a game variable or a game parameter, and in the end it usually becomes a case of $gameVariables.setValue(string, string). I'm still eating up game variables. See I've fallen into the custom of using the text command \V in a message to check their values. Is there a smarter approach here? I'm still new at this!

2) The Custom Variables plugin by SoulPour777. If anyone has gotten a variable value to work in the index argument AT ALL, please let me know how you did it! This is frustrating because a variable value in the value argument works just fine (for both script AND plugin command). I already messaged the developer and hadn't received a reply yet, so I'm posting about it here. If I use a constant value in the index argument, it works. If I try to access a variable one, it does nothing. If you attempt it via plugin command instead, it throws the reference error "val is not defined". I've tried phrasing it several different ways.
Despite this, I have found it to be a useful tool... I can access custom variable values for any event command that needs one, all while not using a single game variable. Nice!

3) Access arrays. Do save game files remember an array's values? One single array could potentially provide more than enough variables... for the purpose of checking their values for events etc.. But how do you edit them and check their values?

4) Is this as simple as just going into rpg_objects.js and upping the cap amount of max variables? In other words... if you try to access a variable with an ID of 5001 (or more) will it throw you an error and crash?

Advanced members never have the problem of running out of variables, so I wanted to hear their thoughts on this.

[RMMV] Rotate Picture bug

I'm running version 1.3.4 of RMMV, and I'm familiar with this function. Positive values give you clockwise rotation, 0 makes it stop, and negative values give you .... erm well, still clockwise rotation. Come to think of it, found it broken in RMXP too (but not RM2k). How does one achieve counter-clockwise rotation?

[SCRIPTING] [RMMV] conditional branch script

What is wrong with this script? I used Archeia's script call equivalent table as a template, but wasn't sure on the proper syntax:

if ($gameVariables.value($gameVariables.value(1077) = 0)
{gameTemp.reserveCommonEvent(31)}
else
{$gameVariables.setValue(1077, + 1)};

Attempting to check a batch of variables (in sequence) to see if they = 0. I know
how to check all of them at once, but I'm trying to do it individually.

1077 = Variable ID

31 = ID of Common event in database I want to trigger if it passes.

If it fails, I want to adjust 1077 to go up by 1, so it can check the next variable up in the database.
Normally I would use a "Go to Label" command in the else argument, so I can execute the same branch over and over (to check a different variable each time).

I didn't see a script equivalent for "Label" and "Go to Label". How do you do it?

The errors I have been given:
Unexpected Token on both the period in the common event call, and on the curly brace too. It also doesn't seem to care if I include (or omit) the semicolon either.

[RMMV] Script call for exchanging variable values?

What is the script call to get 2 separate variables to switch values with one another? Why you want do this:
Ex: You want var 0001 (whose value is 20),
to exchange its value with var 0002 (whose value is 100).
With a control variable command, setting one to the other overwrites the initial one. Both would equal 20 or 100. To work around this you would need var 0003 to be set to the initial one first (whose value is scratch paper and a waste of time), and finally reset it. 3 commands! What a nuisance.
Also, I noticed a script option at the bottom of the control variable command window, is there anything special about using this rather than a script call?

[RMMV] Show Picture problem

Here's the situation:
Bobo is making a mini-game using the Show Picture command.
Bobo has 420 files in his img folder intended for the mini-game, and RMMV supports up to 100 pictures at once, with ascending priority.

Bobo intends to devote Picture ID slots 20-80 for a total of 60 pictures that may or may not be on the screen at once. To control this with eventing alone, Bobo would need to create a Show Picture command for every different file used in the img folder, and nest it in a conditional branch to get the proper Picture ID in the command. Hmmm...
60 x 420 equals a whopping 25,200 commands plus 25,200 condition branches to show the proper picture with the proper priority! This would take Bobo roughly 42 hours assuming he's punching in an event command every 3 seconds, and of course not eating, working, secreting, or sleeping.

There HAS to be a better way.
Please let me know if I completely missed something or are on the wrong track.
Any solutions? Thanks in advance!
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