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What's up, RMers? - Printable Version

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+--- Thread: What's up, RMers? (/thread-395.html)



RE: What's up, RMers? - DerVVulfman - 10-24-2016

Yeah. They're half-Kaisers. I'm using that in my ABS game. It's just that you need to have tiles that fit THAT style of character. There's a template to make indoor and outdoor tiles. I just wish there were tileset artists that worked to make this size as the popularity of the Half Kaisers started to grow. But if you know some aspiring tileset artists, HERE is a thread where I posted both interior and exterior templates in which to make Half Kaiser tilesets.


RE: What's up, RMers? - Mel - 11-02-2016

Is this normal?

[Image: gg5xe0bwvmh7.png]

My game pushes one core of the CPU to nearly 100%.
It's a Intel Core i5-3550 with 3,3 GHz.


RE: What's up, RMers? - DerVVulfman - 11-02-2016

Nope. With my personal monster project utilizing a menu-in-map system, Lycan, a lotta graphic systems, fog of war, custom pathfinding, mouse operations, and vehicles..... COMBINED..... I never went beyond 20%

This is gonna sound funny, but perchance is something running in the background you may not be aware? A Windows Update ?


RE: What's up, RMers? - Mel - 11-02-2016

Usually there is nothing special running in the background. Just the normal windows stuff and no update.

When I close the game, the CPU core goes back to it's usual state.

[Image: wefwefyiwr30tg4u.png]

I have to say that I run the game in 60 FPS using this line:

Code:
Graphics.frame_rate = 60

But even without that it goes nearly that high.
Other RMXP projects without any custom scripts don't cause this.

So it seems my game has a really bad performance...


RE: What's up, RMers? - DerVVulfman - 11-03-2016

60FPS. Tested it on my monster project. It played hell with my 'timed' credit sequence Laughing + Tongue sticking out It did push the resources a bit. But hey, I have 100+ script 'systems' in my project. And the ABS is way out of date now. But do you have things that take up full map graphic resources like Fog of War, or ABS mice that shoot particle effect fireballs?

Still, yeah. Might need to see what ya got in a 'Code Support' thread,


RE: What's up, RMers? - Taylor - 11-05-2016

In an effort to find out what's causing lag in my project, I dug back to a backup that doesn't have any FPS drop in battle. (From 2013!)

I set up a copy of the project that was just as the current one is, but the scripts of 2013, and still had lag??

I then set up a copy of the 2013 project but copied over all the resources and database, everything seemed okay, copied scripts, got lag, okay that makes sense... except that the animations.rvdata2 was also causing a drop in FPS?? (Notably, the newer file is almost twice the size, 77KBs vs 138KBs.)

Another test of 2016 ver + 2013 scripts (by loading stuff back in slowly) I only get lag in battle after the skill menu has been open.

Removing fog or the CTB battle system removed lag, but both those are present in the 2013 version without issue.

This is frustrating, unclear, and bizarre.


RE: What's up, RMers? - kyonides - 11-05-2016

I crafted some simple discounts and coupons scriptlet for RMXP and I still feel empty, bored as a scripter...


RE: What's up, RMers? - Ahzoh - 11-05-2016

I made this, I hope to incorporate it as a world map:
[Image: 0ZegKmA.png]


RE: What's up, RMers? - Taylor - 11-06-2016

I'm starting to wonder if it's not any specific script that's causing my slight lag issue, but simply the number of stuff I have running.

Once I find something that when removed gets the fps back to consistently 60, I switch back to a backup. If I remove just that script, it does little-to-nothing for the fps.
This is... a lot harder to work out a way to fix...

Ultimately I guess I can live with battles being 58-59 fps, it's when there's noticeable hiccups after actions due to that buildup of lag that I want to stamp out. (And lets be honest, if there's an fps dip when "idle", I'm probably doing something wrong.)

EDIT: PROGRESS??
I removed an automated animated sprite function - what seemed to happen was the system would check for [battler sprite name]+"[anim]" constantly, for some reason. Since 99% of enemies are going to be static images, and I can specify animated ones manually, I might not need this function, so I removed it.
... in the 2014 version, this has made the fps 60 with a swing to 56 every three seconds.
In the 2016 version, it's made it sometimes 60 fps, which wasn't happening before.


RE: What's up, RMers? - Steel Beast 6Beets - 11-07-2016

This whole talk about FPS made me check out my own project and let me to discover that my game hovers between 38-40 fps in both battle and field and sometimes it drops to single digits (!) when accessing menus.

I'll chalk it up to my computer not being up for the task. Seriously, it's amazing the antediluvian relic I call PC doesn't bursting into flames every time I use Firefox.