- Joined
- Dec 21, 2017
- Messages
- 39
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- English
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- RMVXA
Sorry for posting another thread. Now that I am dedicated to making the game, a lot of questions flooded in my head.
(Yes, I have checked quite a few tutorials and threads on the game. But most of my questions are things a bit above the basics)
I am just wondering per map, how many events can the game handle?
Parallel Process? "NPC" type of events (regular dialogues)?
Does efficiency increase the smaller the map is?
What other technical factors impact the game's FPS/lag?
(to clarify, I don't plan to use more scripts besides Yanfly's battle script)
Theoretically, I would imagine only events that are constantly running (Parallel Process for e.g.) would requires a limitation.
But what if I have 30 NPCs on a map? Each of them have Stepping Animation on?
Sorry if this question isn't clear, I'm basically trying to grasp the limitation of VX Ace, because I don't wanna write the script and dialogues (doing it rn) only to find out the engine can't handle it.
Thank you once again.
(Yes, I have checked quite a few tutorials and threads on the game. But most of my questions are things a bit above the basics)
I am just wondering per map, how many events can the game handle?
Parallel Process? "NPC" type of events (regular dialogues)?
Does efficiency increase the smaller the map is?
What other technical factors impact the game's FPS/lag?
(to clarify, I don't plan to use more scripts besides Yanfly's battle script)
Theoretically, I would imagine only events that are constantly running (Parallel Process for e.g.) would requires a limitation.
But what if I have 30 NPCs on a map? Each of them have Stepping Animation on?
Sorry if this question isn't clear, I'm basically trying to grasp the limitation of VX Ace, because I don't wanna write the script and dialogues (doing it rn) only to find out the engine can't handle it.
Thank you once again.

