tenac666

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Hi,

I have a really weird problem because sometimes the game on my mobile browser works perfectly and the fps are 45–60, but sometimes when I play the same game, the fps regress to 10-15 FPS. I thought it was a problem with my internet or hosting, but no, because when I played the same game on another phone at the same time, on the second device it worked perfectly again. I've struggled with that for the past 2 weeks and totally don't know what to do. I think I did everything I should have done... I resized images and audio files, some plugins to reload plugins faster, and so on. Do you have some ideas?
 

Andar

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That sounds as if you get lag because your game is on the limit of the hardware used by mobiles.

So you basically have to check what could cause or increase lag in your game
 

JohnDoeNews

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There is 1 thing that you might want to check in your project: Do you have looping parallel processes?

If the answer is yes:
If so, I am 99% sure this is causing your lag.
Make sure you only have 1 looping parallel process at the time, and personally I like to avoid them all together if I can. But if you need it, try to put everything in 1 event.

Try to put in "Wait 3 frames" at the end of each looping parallel page, so it will not try to rum each frame, but only onve ever 4 frames. (not 3... There is 3 idle frames between every run, so it rund on the 4th frame)

This should make so much difference already. Still got some lag? Try "wait 7 frames".

But if the answer is no, then check if you have any animated auto-tiles in your maps. Like water.

If you have animated autotiles:
This can cause lag on less powerful machines (like browser games and mobile games, or even downloads on older computers) too.

You can turn the animated auto-tiles off with a plugin. I know I've used one in the past, but I couldn't remember what it is called or who it was by, although I thought it was by Caethyril. This gives players the option to turn animated tiles off, when experiencing lag.

(Looked it up, and it is by Yanfly and is called: YEP_AnimateTilesOption.js)

I would really advice to use both solutions for mobile games. I do the same for browser games, and it really solves lag going from unplayable to hardly noticeable.
 
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tenac666

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There is 1 thing that you might want to check in your project: Do you have looping parallel processes?

If the answer is yes:
If so, I am 99% sure this is causing your lag.
Make sure you only have 1 looping parallel process at the time, and personally I like to avoid them all together if I can. But if you need it, try to put everything in 1 event.

Try to put in "Wait 3 frames" at the end of each looping parallel page, so it will not try to rum each frame, but only onve ever 4 frames. (not 3... There is 3 idle frames between every run, so it rund on the 4th frame)

This should make so much difference already. Still got some lag? Try "wait 7 frames".

But if the answer is no, then check if you have any animated auto-tiles in your maps. Like water.

If you have animated autotiles:
This can cause lag on less powerful machines (like browser games and mobile games, or even downloads on older computers) too.

You can turn the animated auto-tiles off with a plugin. I know I've used one in the past, but I couldn't remember what it is called or who it was by, although I thought it was by Caethyril. This gives players the option to turn animated tiles off, when experiencing lag.

(Looked it up, and it is by Yanfly and is called: YEP_AnimateTilesOption.js)

I would really advice to use both solutions for mobile games. I do the same for browser games, and it really solves lag going from unplayable to hardly noticeable.
About looping parralel it's intresting. Im using MOG ABS where I need first page in parralel but I will try with another events. I will try and let you know, thx.
 

JohnDoeNews

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About looping parralel it's intresting. Im using MOG ABS where I need first page in parralel but I will try with another events. I will try and let you know, thx.
Oh, ABS on a mobile phone? That might be reaching a little too high as well. If you really want to use ABS, you might wanna consider making it for PC instead.

(I mean, a 2 year old 200 dollar device, wouldn't be able to run ABS. And a very large chunk of any audience, has a phone older than 2 years and cheaper then 200 bucks.)

Edit: Turn based is the reason RPG maker can work perfectly on mobile devices, because it won't try to do many things at the same time. You miss that element with ABS. Many things are active all the time, and most phones are just not powerful enough to handle that.
 

tenac666

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Im using this ABS only in few scenes and it's really simpe, only one button for attack and that's all. No magic skills, item buttons and so one. I still have a problem with my game. I add 3 frames waites for parallel but I noticed the problem in some phones starting in title, I see the difrence how screen loading in difrent phones, any ideas?
 

JohnDoeNews

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Im using this ABS only in few scenes and it's really simpe, only one button for attack and that's all. No magic skills, item buttons and so one. I still have a problem with my game. I add 3 frames waites for parallel but I noticed the problem in some phones starting in title, I see the difrence how screen loading in difrent phones, any ideas?
Sure, but with ABS, all the enemies would be active as well, right? Well, if it is that simple, then maybe that might not be causing the lag, but if I'm right and it is causing the lag, and you only use if got 1 scene, then I might suggest to replace it with something else.

Edit: If the lag is in title... Then I am out of suggestions. Sorry.
 

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