What's up, RMers?
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Is this normal?

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My game pushes one core of the CPU to nearly 100%.
It's a Intel Core i5-3550 with 3,3 GHz.
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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 ?
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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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.

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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...
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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 And the ABS is way out of date now.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,
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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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.
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I crafted some simple discounts and coupons scriptlet for RMXP and I still feel empty, bored as a scripter...
"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.

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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! Laughing + Tongue sticking out

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
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I made this, I hope to incorporate it as a world map:
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"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh

Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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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.
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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.
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