IG Maker Impossible to debug

nakornnkt85

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Hi guys, so i have been playing around with IG maker and found a major problem with the program,

Its seem that the more content you added in the project the slower for test play to load to something

ridiculously 5 or 8 min or more for each test play.How is this gonna be possible to debug when each

time you fix and add something its just going to keep getting longer.

I have been researching around the forum and found this topic the guy have similar problem

http://forums.rpgmakerweb.com/index.php?/topic/12471-ig-maker-has-stopped-working-parameter-not-valid/

I wish in near future Enterbrain can make a patch like a debug test button to make it load per scene

and not entire library.

Thankyou for reading this Sorry for my bad english.
 

tearsofthenight

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Well your pc specs would be the first guess to why it loads slow.
 

nakornnkt85

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Well your pc specs would be the first guess to why it loads slow.
i have:

cpu: Dual-core E5300 2.60ghz

ram: 16GB ddr3

Graphic card: Quadro FX 570

window 7 64bit

the way i want to setup my game is to have all the npc,enemy and player to be "bone animation" like this example:http://www.scirra.com/blog/119/spriter-support-in-construct-2

by using "Linkage Points" to animate.There for each characters will have a bunch of Gadgets link to

a single character like around 12gadgets per character, so if i have lets say 20 different enemys, 20boss and 10npc i would end up something like 600 gadgets.The reason i want to setup like this is because to be able to stick armors

and clothing to the character without having to redraw it for all the animation.

is this project possible for IG maker? could you guys try test it out for me by adding alot of material in the project

and try testplay? If it possible i might try upgrading my pc

Thankyou
 

orzlab

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Linking slave gadgets to master gadgets is certainly possible, but 12 slaves for every onscreen character would probably get too heavy very quickly.

I read somewhere that it's ideal to have less than 20 gadgets active on screen at once. My experience is that this is a soft limit, but it's still best to keep your projects as lightweight as possible to acheive maximum compatibility.

If you want to have sprites that have vast amounts of skinnable parts, I would recommend you animate them somewhere else (like Spriter or Spine), then export those animations to sprite sheets and work from there.
 
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