Autorun... lags?

Status
Not open for further replies.

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Do you realize that an Autorun event will NOT run until AFTER the map is visible and the player sees it? So anything you add that changes the tint, weather, appearance or locations of NPCs/events, the player will actually SEE happening. One moment the map will be as you see it in the editor, then a fraction of a second later the autorun event kicks in.


If you want to do things like weather, tints, etc that will affect how the player sees the map as soon as it fades in, you need to put it in a Parallel Process event, NOT an Autorun event.


This delay is NOT lag.
 
Last edited by a moderator:

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
1,226
Reaction score
603
First Language
English
Primarily Uses
RMMV
I for one did not realize that. When I make events that change tint, weather, etc., I've always added them into the event that I use to transfer the player to the map.

Something like:

fade screen out, transfer player, tint screen, wait 3, change weather, wait 3, add/erase pictures or overlays, wait 3, fade in screen

I used to use parallels and auto runs for all that but I found it cleaner to use the transfer events for all that. I also make sure to keep all the waits at a total of 10 so the player isn't staring at a black screen longer than they need to.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
That's another good method, but if you can enter the map from various directions, you have to add it to multiple events. Say you're in a village and it's raining outside - you'd have to not only add it to the entrance to the village (the transfer from the other map), but also every exit from every house in the village.


But that's getting a little off topic.
 

redscores

Grim Reaper
Veteran
Joined
Aug 11, 2013
Messages
39
Reaction score
2
First Language
German
Thanks alot, I just put the scrolling text into the parallel event. Now it works :) thanks alot.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:

Forum statistics

Threads
105,854
Messages
1,017,004
Members
137,562
Latest member
tamedeathman
Top