Fog of War
#21
I still average between 38-40fps within the RPGMaker XP engine that considers 40fps as optimal as the video here shows:


.mp4   2024-11-16 17-21-10_Segment_0_x264.mp4 (Size: 947.54 KB / Downloads: 0)

Within the Game_Character class, the conditions within the update_move method would not be performed unless the $game_map.dynamic_fow condition is on.  And if it is on, it must be a FOW map itself.  Again, checking if it is FOW is just an irrelevant step.

Unless something is broken that turns the dynamic_fow switch on while the map is not a fog-of-war map, the content within will not work.

For the methods within Game_Player, you merely performed cosmetics to the if...end blocks by combining two conditions sets into one.  At the speed that the statements would be processed, you would only gain a marginal 0.001 seconds increase (if even that) within each method, and these methods only functioning for the player and not for the Events. 

The speed in which the statements process are obviously not the same as the Frames-Per-Second rate which is controlled by the Graphics class.  It was about 15 years ago a discussion at RMXP.Org (now HBGames) talked about the processing speed of the actual statements.
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#22
In my case it's not about the events themselves because they work well and I don't fault this function, it's about the smoothness of the entire game. It's hard for me to pinpoint the specific cause but I render quite large objects using events and there are about 16 of them so maybe that's the point. At this point I'm just guessing but I'm trying to pinpoint the problem.
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