"Lag" means that your processors are busy. Thank you very much for reading if you made it this far.Ĭlick to expand.those don't help because what you see is not regular lag. I'll conclude it from the context if that's how things are. PS: If your answer is going to be "wrong engine dude" or "there is nothing you can do" pls don't bother answering. I'd literally appreciate any kind of advice I could be using. Is there something on my end other than changing the Engine (which is not gonna happen) or get back to 48px tilesize which would ruin the artdesign of the game? Why does RPG Maker not even remotely use my CPU/GPU/RAM instead of deciding to lag? I mean my computer has the power to run that game at least 50 times simultaniously but the engine seems so limited and doesn't use the hardware it can (maybe because of cross compatibility?) But nowhere I seemed to find the answer to change the game "drawing" method. How do I change my game to Canvas Mode (since one user said that in his project WebGL lags and Canvas runs smooth and I don't plan to port my game to mobile or somewhere else. Disable *ALL* of my other plugins but those needed for the resolution which didn't change anything at all (Drops from 60 to 24+-10 and goes back up) Changing "no transition fade" to "black" which caused it to fade in smoothly but fade out instantly after a lag-spike Lots of Pre-Loader Plugins (Somehow none of them work even a bit for me) The last one is the same as the second one but with Galvs Parallax Mapping. The Second one is with my new Sizes and OrangeParallaxMapping The first one is Default RPG Maker Transition. Instead of talking about the problem, let me just show you. Now you could argue that this isn't in the support of MV anylonger since I manipulated their file which is 100% true but talking about it and trying to solve it would only benefit the RPG Culture I believe. To make the TileChanger work I had to edit the pixi.js in a few lines (I only had to make the maximum pixels value larger). Ofc everything is still in concept but bascially it should look like this which feels really nice. That's why I decided to Up the resolution from Default to 1707x960 with Yanflys Core Engine which doesn't affect the Performance of the game which is nice but I also changed the Tilesize with Shaz's TileChanger from default to 192px which also kinda didn't affect the performance much (if I transition into a map where nothing gets drawn ofc lol) but the art style of the game looks way better now in my opinion: Then fill in with the passable and impassable transparent tiles respectivelyįor parts of the map that are over the character, can use ‘Show image’ and Modern algebra’s fixed picture script.įinished! now add events and be sure to test things and tweak them! (a lot of testing.I am working very hard on a horror RPG by trying to make it as unique as possible with the Maker. Use placeholders to fill in the general passable and impassable parts so you don’t get confused. and (optional) some placeholder tiles too to keep track of them. Make a tileset with two transparent tiles, one that is passable and another one unpassable. I use this script: Yanfly Parallax Lock for locking the parallax to the tiles (this is important so that you characters dont end up floating above the maps) In the editor, set it as the parallax background of your map. Once the sketch is done, finish it however style you like Also, you can use the sprites like a paper doll to imagine how things will look in the game :D Keep in mind which parts will go over the character and where they will walk. And I draw the furniture on different layers to make it easier to move things around. I make sure the furniture and stuff is in the grid. So it is good to have a reference when you draw to keep the proportions in line. Then I sketch the layout of the map.įrom the sketch it looks way too big compared to the sprite. Hello anon, thank you for waiting so long for my reply! Sorry for the late reply! I was quite busy lately but I hope this will be useful_(:3/ < )_ I am not good at making tutorials so I’ll just explain my general process for parallax maps here however there’s plenty of other ways to do it tooįirst I get a grid that matches the tile size of the engine you are using (I am using Rpg maker VX Ace so it is 32 x 32 pixels), and sprites of the main character for reference.
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