02-02-2020, 06:17 PM
(This post was last modified: 02-02-2020, 06:19 PM by DerVVulfman.)
Slowdown is generally attributed to the number of events used. In that, a decent anti-lag system works wonders. Events are systematically refreshed over and over to make the graphics animated even though they aren't visible.
But regarding the map's tilework, the non-event graphics, your TILEMAP class only reads an area of 17x22 tiles at a time (the 15x20 window with a bit of a 1 tile border for scrolling). They only refresh while visible.
The only additional general-system slowdown would be script-based when it loads the maps and compile them into one.
Imagine how long it would take to 'walk' across a 1500x1500 map.
But regarding the map's tilework, the non-event graphics, your TILEMAP class only reads an area of 17x22 tiles at a time (the 15x20 window with a bit of a 1 tile border for scrolling). They only refresh while visible.
The only additional general-system slowdown would be script-based when it loads the maps and compile them into one.
Imagine how long it would take to 'walk' across a 1500x1500 map.