- Joined
- Sep 16, 2012
- Messages
- 5,781
- Reaction score
- 1,041
- First Language
- English
- Primarily Uses
@Sixth: Thanks again! Added its link to the performance section!
I had that installed - now you know why I was arguing so much with you about the performance, lol.For the performance drop under windows 8.1 and 10 in full screen, I found a solution.
When I use this script:
http://forums.rpgmakerweb.com/index.php?/topic/14081-fullscreen/?hl=high
Then I get 60 FPS in full screen. I wanted to let everyone know.(\s/)
Then I will put this in with your note in the last sentence, thanksHi, can I suggest another script to add on to your collection?
Tsukihime's Battle Sprites Auto-Position :
http://himeworks.com/2013/02/battle-sprite-auto-position/
Basically, this script will calculate the ratio difference between the Troop Editor's resolution and the game's resolution, and allow you to set up battlers properly, regardless of the screen resolution.
It even works with side view battle scripts.
The only "conflict" is that it cannot be used concurrently with Yanfly's Ace Core Engine, unless you apply custom settings to it according to different screen resolutions.
First it didn't worked, but I installed Windows 10 RT a few weeks ago and final the Fullscreen++ works.I had that installed - now you know why I was arguing so much with you about the performance, lol.
That Effectus surely promises a lot. I wonder if it really works that well.If you have money, there is something called Effectus around the internet... costs $20 but from their tests, it seems like it makes the games work seamless even with lots of events in the map
Screenshot and list the other scripts you're using in Galv's script topic (or start a new topic)I encountered an error with galv message background.
It cut some of the bottom part of message background.
It doesn't cut that much, but still kinda annoying...
Any possible fix for this?
I've tried using picture as message background, too, and it encountered the exact same problem.
Some of the bottom part got cut out. I have installed all the fix listed in the main page...
Can anyone help?
EDIT: Nevermind... I retried using the 640 x 480 resolution (without high-res DLL) and still encountered the same problem.
At least judging from their tests, it was a lot different...I am skeptical about Effectus...i don't know if really it's different from the other anti-lags scripts...it would be VERY nice to have +\-60 FPS with 720p or 1080p...i would pay many money if there is an engine easy, fast and friendly like RPG Maker with a good performance,like Unity.
The Yanfly Engine script snippet should fix that so the map shouldn't wrap around in the first place, though sometimes it does not eliminate the issue completely on giant maps. So yes, agreed - making the res divisible by 32 is often the best solution here.I had to tinker with the resolution a bit. Any resolution I set that was not divisible by 32 would cause the edges of the map to wrap around/loop (e.g If I was at the bottom of my map I could see the top row of tiles from my map). Setting the resolution numbers to something divisible by 32 completely eliminated this. I tried different map sizes with different resolutions, small maps were fine and would be centered but bigger ones kept bugging out if the resolution wasn't just so.
Yeah, the YEA snippet on the first post didn't do anything about wrapping for me, but I don't see it as an issue, personally, since I already fixed it for me xD . I didn't have any other scripts installed while setting this up either (as scripts are completely new to RPG Maker for me and I know ZERO Ruby lol)The Yanfly Engine script snippet should fix that so the map shouldn't wrap around in the first place, though sometimes it does not eliminate the issue completely on giant maps. So yes, agreed - making the res divisible by 32 is often the best solution here.
Glad it's working well for you! More performance enhancements should be on the way.
I will write a fix for the "not multiple of 32" problem tonight. I already found what causes it.Remember that you don't have to go by this, but it would be a good thing to consider this list should you allow the customization of your resolution via scripts that allow you/the player to change the resolution mid-game. It is still recommended to go by the resolution option(s) closest to a multiple of 32, to allow tiles to display properly.
I love you.I will write a fix for the "not multiple of 32" problem tonight. I already found what causes it.
I second that emotion. <3I love you.