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- Sep 15, 2018
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Hopefully this is the correct location for this.
1) My game seems to have some stuttering during movement.
I'm using somewhat large parallax images (one map, for instance, is 2400x2880, or 50 by 60 in the map properties) instead of tiles because I wanted a custom look (and I can do graphic design), but that isn't what was causing the lag. The game ran fine with just the parallaxes. I think it must be how I'm doing my events that is causing the jerkiness. Maybe I have too many parallel events or something, but sometimes when the player is walking, the map will jerk a bit every few steps.
My maps have a parallel process binding pictures to the map (using the TDDP plugin) for parallax mapping and one to change the tint based on a day/night parallel common event I set up. I put wait 60 frames at the end of my parallel processes and erase event, but this doesn't seem to help. I tried removing the wait, but that didn't help, either.
I was attempting to use the Terrax Lighting plugin, as well (as a parallel process with erase event) which makes the issue worse. However, removing the Terrax Lighting plugin and the tint parallel processes does not correct the jerkiness entirely, particularly if I do several map transfers back to back. As in, if I go in a building and exit a couple times, it's a lot more jerky.
The game does not generally start out jerky/stuttering, though; it becomes increasingly so as I transfer between maps and then sort of caps off at a certain level of stutter (which is too jerky and can't be ignored, at least not by me).
2) As an aside, another issue I seem to have with my parallax maps is that when the game loads, it shows a random corner of the map (usually in the upper left) and then jumps to the character. I don't know why.
I use a parallax map attached to the map itself in the map's properties, and then, because the map doesn't show up unless I also do this, I bind the parallax image to the map using the bindpicture plugin (set to below_tilemap) and then I may have another image layer for the tops of things (like trees, buildings) so the character can move behind them and things seem 3D (set to above_characters), and then on some maps I may have a picture layer that is just fog or a vignette around the edges of the map.
These, alone, didn't seem to cause my issue. Something else is, but I don't know what.
3) Finally, my parallax images were also sticking around on map transition for a bit, so I added an "erase picture #" for them to every transfer event and also a fade in and out with a 60 frame wait so you wouldn't see them before they disappeared.
My plugins:
https://i.imgur.com/4cDP2YN.png
https://i.imgur.com/o8GSx8S.png
My common parallel processes for most maps:
https://i.imgur.com/dOfBJ3t.png
https://i.imgur.com/C0cKKqs.png
Some of my transfer events (some are region events and others are regular events):
https://i.imgur.com/87Ds48M.png
https://i.imgur.com/Ui6UK3u.png
Map properties example for one map:
https://i.imgur.com/NNeyolU.png
1) My game seems to have some stuttering during movement.
I'm using somewhat large parallax images (one map, for instance, is 2400x2880, or 50 by 60 in the map properties) instead of tiles because I wanted a custom look (and I can do graphic design), but that isn't what was causing the lag. The game ran fine with just the parallaxes. I think it must be how I'm doing my events that is causing the jerkiness. Maybe I have too many parallel events or something, but sometimes when the player is walking, the map will jerk a bit every few steps.
My maps have a parallel process binding pictures to the map (using the TDDP plugin) for parallax mapping and one to change the tint based on a day/night parallel common event I set up. I put wait 60 frames at the end of my parallel processes and erase event, but this doesn't seem to help. I tried removing the wait, but that didn't help, either.
I was attempting to use the Terrax Lighting plugin, as well (as a parallel process with erase event) which makes the issue worse. However, removing the Terrax Lighting plugin and the tint parallel processes does not correct the jerkiness entirely, particularly if I do several map transfers back to back. As in, if I go in a building and exit a couple times, it's a lot more jerky.
The game does not generally start out jerky/stuttering, though; it becomes increasingly so as I transfer between maps and then sort of caps off at a certain level of stutter (which is too jerky and can't be ignored, at least not by me).
2) As an aside, another issue I seem to have with my parallax maps is that when the game loads, it shows a random corner of the map (usually in the upper left) and then jumps to the character. I don't know why.
I use a parallax map attached to the map itself in the map's properties, and then, because the map doesn't show up unless I also do this, I bind the parallax image to the map using the bindpicture plugin (set to below_tilemap) and then I may have another image layer for the tops of things (like trees, buildings) so the character can move behind them and things seem 3D (set to above_characters), and then on some maps I may have a picture layer that is just fog or a vignette around the edges of the map.
These, alone, didn't seem to cause my issue. Something else is, but I don't know what.
3) Finally, my parallax images were also sticking around on map transition for a bit, so I added an "erase picture #" for them to every transfer event and also a fade in and out with a 60 frame wait so you wouldn't see them before they disappeared.
My plugins:
https://i.imgur.com/4cDP2YN.png
https://i.imgur.com/o8GSx8S.png
My common parallel processes for most maps:
https://i.imgur.com/dOfBJ3t.png
https://i.imgur.com/C0cKKqs.png
Some of my transfer events (some are region events and others are regular events):
https://i.imgur.com/87Ds48M.png
https://i.imgur.com/Ui6UK3u.png
Map properties example for one map:
https://i.imgur.com/NNeyolU.png
Last edited:

