Posts: 1,097
Threads: 11
Joined: Jan 2015
Interesting talk indeed.
My game goes from 38-40fps normal to about... 3fps when entering a battle. It hits 26 when entering a menu. Hits ~35-38 for the most part during battle, with slower animations hitting about 30.
Not too bad, but the 2-3fps readings entering battle scare me a bit. Is that normal?
Posts: 400
Threads: 13
Joined: Mar 2010
I have noticed projects before drop to 10-20fps for moments after transitions, although single digits could be a concern. Generally it's only momentary though, and you don't see any visual issue in-game - it's just what the fps counter says~.
Posts: 494
Threads: 9
Joined: Sep 2013
In my case, there's a delay of a few seconds along with the FPS drop so it's kind of noticeable. Methinks must be because I'm using Moghunter's animated menus.
Posts: 449
Threads: 18
Joined: Sep 2015
So FPS losses seem to be an issue for many people.
Well, usually a 2D game shouldn't have that nowadays (We need a better engine?)
Posts: 1,097
Threads: 11
Joined: Jan 2015
Posts: 449
Threads: 18
Joined: Sep 2015
I heard that too. But who are these mysterious creators?
We have to find out more about it. :)
Posts: 11,229
Threads: 648
Joined: May 2009
*cough* If I didn't have so many requests, I'd be done with the package's Ruby scripts (using Ruby 2.0 rather than 1.8 like VXAce).
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 4,606
Threads: 543
Joined: Dec 2009
Is it possible to upgrade ReGaL to Ruby 2.2.0 or 2.3.0 instead? Just asking in case it wouldn't be a pain you don't want to know where...
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Posts: 400
Threads: 13
Joined: Mar 2010
(11-08-2016, 02:26 AM)Steel Beast 6Beets Wrote: In my case, there's a delay of a few seconds along with the FPS drop so it's kind of noticeable. Methinks must be because I'm using Moghunter's animated menus.
Oh yes, Moghunter's menus definitely have a pause in my experience. (At least with RMXP years back, dunno if things have improved.)
Posts: 11,229
Threads: 648
Joined: May 2009
Well, could try my rewritten versions. Moggy made great menus, but the code was a bit sloppy by my tastes. And less compatible with other stuff. The demo I made has the whole Main-Item--Skill-Equip-Status-Save-End package. But nothing beyond that like Shop.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
|