Just a simple prototype / tech-demo / preview for a self-developed jump & run mechanism.
Everything evented & scripted.
At the moment everything is still a mess!
As soon as I have implemented all the mechanics, I will completely redo the whole thing!
The steam-workshop-project will get a...
I'll start right away:
(#<Phase>: <Events until it's unplayable> | <Detected, long & large FPS drops / Laggs>)
Windows 10, 64bit
Prozessor AMD Ryzen 7 2700X Eight-Core Processor, 3700 MHz
Nvidia GTX 1060, 6GB
On the large map (256 x 256), my PC was a little bit weak during the...
Help us to find out when and where the limits have been reached!
The new RPGmaker MZ should have better performance ...
then let's find out how good the performance really is.
This test & check could be interesting for some and would be important for me personally. I want to know the limits...
I'm looking for a script-call to get the current FPS into a variable.
I found this for the MV:
But this doesn't work for MZ (I think they changed something in the code).
Anyone have an idea...
Is it possible to disable / delete some functions / code? I use a different Event-Spawn-Plugin.
There are problems as soon as I use VisuMZ_1_EventsMoveCore, but the plug-in contains some useful features. EventsMoveCore has the Event-Spawn feature too, I think this causes the problem.
I don't have MZ but I want to buy it soon. Just thinking what I do / to try out first with MZ.
So I watched your video and it looks great! But I would have two short question / request: Is it possible to activate an Event if it's touching a player? So the player is standing still and an Event...
If this gets updated for MZ, it would be awesome. Unfortunately it doesn't work anymore for the newest Android-Studio-Version.
I used it often for some games and it was really easy to build an APK. Really hope someone will update this.
I'm already looking forward to the MZ (personally, I'm wowed). But how does it look with the Android export (I saw the stream, so I know it should be working via the web export) but will it get easier or will it stay the same?
@Alphaistimz What Android-Studio-Version do you use? In the newest Version it doesn't work anymore. :/ I don't know wich Version I had before I upgraded my PC... I could wait until MZ released and hope that it will be easier but I don't think this will change.
I picked it randomly. If someone has an old / bad PC, they would have laggs at 50-75 Events, I have laggs at ~200. So it should be tested on the same PC.
Every Event did something "at the same time", many conditions and so on.
I'm wondering how powerful MZ will be compared to MV. So like (for example) a MV-Game would lagg at ~70 Events that will do something at the same time, a MZ-Game would lagg at ~90 Events.
This would be interesting for me. ^^
And is the Android-Export better / would it be better compatible...
Code Edit #2 (if someone else could need this):
Self-Switch "A" is now only triggered if the other event is named "Change me to Event name".
So you can limit the whole thing nicely. Thanks again to Shaz. ^^
var otherEventsOnThisTile = $gameMap.eventsXy(this.character(0).x...
Demo-Update 1.3 is out now!
✔ Done. It is very difficult to stop them, when you stop. I can not fix that (only maybe with a huge workaround - or I'm just to stupid XD). Now the Player will have a save Tutorial-Level to test things out.
Well at the end I didn't change it...
HUGE UPDATE! :kaopride:
It's been a long time, but here is it! An update! Unfortunately not a full release yet, but a complete rework! Many improvements, bugfixes, etc.!
I hope you like it. ;)
I also redesigned the thread!
Here is the Update Log:
+New level (level 3)...
After a long search, I finally came across this thread. Thank you very much @Shaz that you have shared that script. That helps me alot. I have many events that query a collision with a particular event. Thus, the game would be unplayable for bad PCs, but this has saved my day / project! :D
Hey, I'm not sure, but I think my game is a little bit against the rules...
If the "credits" are not part of the game, then everything should fit, otherwise the little minigame in the credits will disqualify my game. ;_;
However, I had to do credits and wanted to make them a little nicer. :D...
i need to ask do you mind sending me a link to tutorial town an legend of ancients Please My new Email is firstname.lastname@example.org
I Am A Member On The Site Here As Well If Your Still teaching Let Me Know Thanks Joseph
I just saw one of SigmaSuccor's RPG Maker news videos, it mentioned one of my plugins. Now I kind of wish I'd made a demo project for it, having nothing in that segment but a scroll down the code feels a little underwhelming given what the plugin COULD do. Except I suck at making demo stuff, and my testing project isn't fit for that.