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Hi RPG Maker Forum Members,
THANK YOU beforehand already
, so many helpful people have helped me here in the past.
I have a question about improving performance of a game I am making. I think I know how this issue comes, here is the information:

I am making a game that has maps with size of 130x 100y. These maps connect to eachother with a system I have built (sort of open world, but not quite)
Each map has 5 types of objects in form of events. Trees, Flora, Fauna, Buildings and NPCs. When each map loads they first setup by spawing in (with event spawn plugin) trees (around 50 or so). Then flora is setup (around 100) then fauna (around 30) then buildings made of 48x48 parts (around 200) and then NPC's. I am not sure has anyone done this sort of system with rpg maker, but it works so far.
This is done so I can make as example a fire spread to event to event with a system I have made. Also each object can be destroyed if needed. All these systems work as intended. The only things that suffers is the performance.
It's not because of the plugins. I have tested and removed temporarily all plugins but the ones that spawn things in. Also the drop of FPS to 10 or so happens only on maps where the objects have been spawned into. Also I have made adjustements to package.js and all recommended things I have managed to find out from this very forum.
The slowdown is because of the amount of events (I really need this many events) as even outside the players view the events still are moving and doing their thing. Even if I just spawn events that do not do anything, it still slows down.
I have taken a lot of steps trying to improve the performance. This game I am making would be something many here would really enjoy, but the problem is that if the performance is this poor, it is not yet enjoyable. In small scale it is amazing, but in bigger there are problems.
If there is anyone here who has the knowledge please let me know. I have tried to find out an anti-lag solutions, but as for projects where there are only a few events here and there (under 100) the engine works perfectly well. That is why I have read that people like victor (who made anti lag plugins earlier) havent done this to MV, which is understandable.
I am personally doing my all to find out a way to somehow stop updating any events outside of players view distance. This would increase the performance in a huge way.
Any help someone might give would be hugely appreaciated. I would even pay to someone to do this, as I know it would be simple, but with my limited knowledge of coding I simply cannot yet achieve it.
THANK YOU beforehand already
I have a question about improving performance of a game I am making. I think I know how this issue comes, here is the information:

I am making a game that has maps with size of 130x 100y. These maps connect to eachother with a system I have built (sort of open world, but not quite)
Each map has 5 types of objects in form of events. Trees, Flora, Fauna, Buildings and NPCs. When each map loads they first setup by spawing in (with event spawn plugin) trees (around 50 or so). Then flora is setup (around 100) then fauna (around 30) then buildings made of 48x48 parts (around 200) and then NPC's. I am not sure has anyone done this sort of system with rpg maker, but it works so far.
This is done so I can make as example a fire spread to event to event with a system I have made. Also each object can be destroyed if needed. All these systems work as intended. The only things that suffers is the performance.
It's not because of the plugins. I have tested and removed temporarily all plugins but the ones that spawn things in. Also the drop of FPS to 10 or so happens only on maps where the objects have been spawned into. Also I have made adjustements to package.js and all recommended things I have managed to find out from this very forum.
The slowdown is because of the amount of events (I really need this many events) as even outside the players view the events still are moving and doing their thing. Even if I just spawn events that do not do anything, it still slows down.
I have taken a lot of steps trying to improve the performance. This game I am making would be something many here would really enjoy, but the problem is that if the performance is this poor, it is not yet enjoyable. In small scale it is amazing, but in bigger there are problems.
If there is anyone here who has the knowledge please let me know. I have tried to find out an anti-lag solutions, but as for projects where there are only a few events here and there (under 100) the engine works perfectly well. That is why I have read that people like victor (who made anti lag plugins earlier) havent done this to MV, which is understandable.
I am personally doing my all to find out a way to somehow stop updating any events outside of players view distance. This would increase the performance in a huge way.
Any help someone might give would be hugely appreaciated. I would even pay to someone to do this, as I know it would be simple, but with my limited knowledge of coding I simply cannot yet achieve it.
