Card Battle System Extreme Lag

ImaginaryVillain

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I'm glad I read this thread, I was going to buy that plugin at some point (when I had the time to work on a CCG), but definitely giving it a pass now. Sad times.
 

sebbbl

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I managed to make it playable, even on small machines (doesn't work on mobile though), but this lack of support is unacceptable.
 

dragon1up

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Yeah I get how for them and the people that tested it worked fine (but we have no idea how big the scale was for testing it out. I do want a refund but at the same time, my own game won't be done for years anyway ... (due to playing other games, studying and work commitments. So hoping that it does get optimized ah..

Have sent another email asking for a way to optimize it, other than providing me a link to Yanlfys plugins. Tried my other computer again so basically: Tried a new project and the sample project, the new project had nothing in it other than the sample project files, so no other plugins. Still had major lag, then tried extracting both of them, but the lag persisted.
 
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dragon1up

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I managed to make it playable, even on small machines (doesn't work on mobile though), but this lack of support is unacceptable.
Are we talking playable in terms of stable 30 frames or 60 ? Like mentioned above my laptop has the specs to play all games on high graphics but this plugin lags..
 

Moxy

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I would be happy with just 30fps, LoL!
My desktop plays the demo fine, but when I try it on my laptop I have all the same problems as you guys.
I feel that the only real fix would have to with making a full plugin and not running the whole system through a series of common events. There seems to be too much happening at one time.
 

sebbbl

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Are we talking playable in terms of stable 30 frames or 60 ? Like mentioned above my laptop has the specs to play all games on high graphics but this plugin lags..
The same speed as shown in the demo video. But everything is not good : it lags on Chrome (works fine on other browsers) and does not work on mobile.
 

dragon1up

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I would be happy with just 30fps, LoL!
My desktop plays the demo fine, but when I try it on my laptop I have all the same problems as you guys.
I feel that the only real fix would have to with making a full plugin and not running the whole system through a series of common events. There seems to be too much happening at one time.
Any chance you remember TM card game, it's like this plugin collection but only runs of the 2 plug-ins I belive, no lag at all but it's a lot simpler than this plugin. Granted this plugin's graphical design is a lot more polished and it's in English....>.< No lag or anything but yeah it's not even close in terms of quality of graphical design and lacks a sample project lot of files to easily design things.
 

Moxy

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Any chance you remember TM card game, it's like this plugin collection but only runs of the 2 plug-ins I belive, no lag at all but it's a lot simpler than this plugin. Granted this plugin's graphical design is a lot more polished and it's in English....>.< No lag or anything but yeah it's not even close in terms of quality of graphical design and lacks a sample project lot of files to easily design things.
I have no idea what the TM card game is. Do you have a link for it, and was it for MV?
 

Kes

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@Darklo [mod]I have removed your post. You may not ask for pirated assets on this site. Please be aware that if you do this again, it is an instant ban offense. You can read our Forum Rules here.[/mod]
 

Saneterre

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I have a gamer PC and I was very excited by this plugin so I bought it and ran the demo provided. The lag is just horrible. Not unplayable, but I just can't see any player accepting this kind of lag. How is it possible to ask for 50 bucks for something that is so laggy ? (and again, my PC is far from being slow, so I don't even want to imagine on "normal" computers).
Until something is done better here, I really don't recommend anyone to buy it. The thing looks great but is just not working, and no one will ever play a game this laggy : they will download your game, test a battle, and shut it immediately.

I really regret my purchase, I don't know if I can get a refund...
 

dragon1up

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I have a gamer PC and I was very excited by this plugin so I bought it and ran the demo provided. The lag is just horrible. Not unplayable, but I just can't see any player accepting this kind of lag. How is it possible to ask for 50 bucks for something that is so laggy ? (and again, my PC is far from being slow, so I don't even want to imagine on "normal" computers).
Until something is done better here, I really don't recommend anyone to buy it. The thing looks great but is just not working, and no one will ever play a game this laggy : they will download your game, test a battle, and shut it immediately.

I really regret my purchase, I don't know if I can get a refund...
Honestly it does range a lot of open questions such as :

As quoted by the person themselves ". It works fine on my end and my users have not reported lag issues at all."

How large are we talking by users, like 2 or 3 people or a larger amount on a variety of set ups.

2: Is the footage edited in a way to make it look flaweless on the design aspects but not practical for users.

I'd say it's a high possible chance of this, like take E3 and the footage for the most part isn't close to the actual game, as evident in the pass and now companies have a little. Alpha build or something. But now companies also have specs of what they use for tech demos.

3 : In terms of refunds

Yes as per the terms of itcho and how the product does not work as intended/advertised. So this is very obvious for most people in terms of the major lag for no real reason, nor excuse when contacting the developer as per my emails above. I do hope they fix things in the future but have my doubts as they have made other plugins instead.

I do hope they get themselves together, as I love the design of the overall plugins and how they look. But worried of the actual polish and it being usable.

Tldr : how big of a user test was done, is footage edited (most likely yes), you can get a refund as it doesn't work as advertised and lastly I love the design of the projects and just worried they won't actually work when bought.
 

Saneterre

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Maybe you'll be interested to know that I asked the support of itch.io for a refund and it was granted.
I liked the plugin in theory, but in practice it was just impossible to do anything with it.

I may buy it again if it is fixed in the future, but this time I'll ask around first.
 

shenshinoman

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Hello all. I am sorry I was gone for so long. (Life happened.) However, those who want to get a bit more out of it rather refund it, I have managed a few things to up the play-ability, if only a little bit. Firstly, as the entire game takes place on top of the main game, rather than transitioning to a new "space" as it were, anything that constantly runs and updates on the main game map gets calculated as well. As such, go to every dang one of those events, and turn off the pop-up exclamation marks over their heads, and any "run-in-place" animations. (This made the most noticeable difference honestly.) This also means, if you are going to use it, you want to use it in specially set-up maps that have few animations going on.

Next, if you are just duplicating the cards provided, most of them have excessive information that is not needed. (note-tags for parallax bg, holo bg, parallax fb, and holo fg) that, if the card isn't holographic from the rarity, aren't actually visible, but are being constantly checked. For. Every. Card. After going through and removing those paragraphs of note-tags off the non-rare cards, I managed to get a couple more fps out of it.

Finally, if you don't mind playing with a smaller deck and rules, I found it runs smoother on smaller decks. (For my testing I dropped deck size to 25 cards, 3 max of each card), this has eked out another couple FPS on my testing "super-bad" laptop.

Over-all, between all the changes I've referenced, I come out to roughly 27 average FPS on my bad-top... Some parts lag more, most noticeably during the initial deck set-up and card draw. I will continue to try and get this guy up and running smoothly, because the game itself can be quite fun.

EDIT: Also, I don't what the optimization plugin that is provided is supposed to do to help. It seems to do nothing but slow the card-game down. Don't use it.

Also, Also; In the manuals it says if you remove all but one rule-set, it will skip the "rule-selection" menu. Turns out, if it does so, the deck-builder gets confused and has a large number of bugs that happen until you exit the first deck you try to build/edit. After which the deck-builder works flawlessly... Until you fully exit the deck-builder menu, at which point the problem restarts the next time it is opened, until a deck is 'edited' and then closed. [Canceling an edit works too. However the cancel button doesn't always work.] TL;DR Always have at least two rule-sets available to the users, even if you never intend to use the second rule-set.
 
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bgillisp

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Sounds to me like the issue is the card system didn't use the call that the menu and such do to freeze the events on screen. Has anyone tried adding that in? It might make a huge difference.

Also try transporting the player to a blank map to play the card games, then back when it is over, as it sounds to me like it would heavily reduce the lag if the games played on a map with almost no events. You can do that with eventing and 3 variables.
 

shenshinoman

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Sounds to me like the issue is the card system didn't use the call that the menu and such do to freeze the events on screen. Has anyone tried adding that in? It might make a huge difference.

Also try transporting the player to a blank map to play the card games, then back when it is over, as it sounds to me like it would heavily reduce the lag if the games played on a map with almost no events. You can do that with eventing and 3 variables.
Thanks for the ideas bgillisp. I will test those out when I next get a chance, and report back with the results.
 

dragon1up

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Sounds to me like the issue is the card system didn't use the call that the menu and such do to freeze the events on screen. Has anyone tried adding that in? It might make a huge difference.

Also try transporting the player to a blank map to play the card games, then back when it is over, as it sounds to me like it would heavily reduce the lag if the games played on a map with almost no events. You can do that with eventing and 3 variables.
That would make a lot of sense though, in terms of using a blank map for every card fight. My thoughts are to make a blank map with a theme to make the trastin smoother and less a jarring ie ; Music
 

sebbbl

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Also, Also; In the manuals it says if you remove all but one rule-set, it will skip the "rule-selection" menu. Turns out, if it does so, the deck-builder gets confused and has a large number of bugs that happen until you exit the first deck you try to build/edit. After which the deck-builder works flawlessly... Until you fully exit the deck-builder menu, at which point the problem restarts the next time it is opened, until a deck is 'edited' and then closed. [Canceling an edit works too. However the cancel button doesn't always work.] TL;DR Always have at least two rule-sets available to the users, even if you never intend to use the second rule-set.
I finally managed to handle this one. If you go to deck builder at the beginning of a game, without displaying any card in your items menu, then it will crash. But it won't if you look at your cards before.

The solution is simple : have no cards at the beginning, then the deck builder isn't displayed in the menu. It will appear only when you have opened bossters, so you will actually display cards before deck builder is available. Then, you can open deck builder without crashing the game.

News from my part : it runs very smoothly on my small laptop, but only on the web. The Chrome version now works like a charm. That's all I need. Sadly, I can't make it work on mobile, as I cannot select any action when I choose a card.
 

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