Lag in develop of game

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xSparkZx

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Hello,

I'm developing a game, and i made a map with the size of 25 Width en 50 Height.

http://gyazo.com/2335b96464023e1c6c152958142913f1

http://gyazo.com/1d53c019bb218e1b8bc3221d089cf57e

(Those are the images of the map where it's lagging)

It's only on one map where it lags and it's outside the house.

The movement speed gets stuttering and the sound is lagging too.

Now when a cutscene or a message appears, all in one, while an event triggers text or cutscene's it doesn't lag.

It only lags when the player has to walk himself on that map. It's really strange though i tried to put the "Parallell processes" to "Autorun" but if i test play it then the player freezes and is unable to move. (The autorun causes that) so that's not a solution, anyone knows how to fix the lag AND the player being unable to move while in autorun?

Anyway thanks for reading.

Greetings: SparkZ
 

The Prince of Sarcasm

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i could be that you have way to many events on the map. When you are doing your cutscene if the events are set to autorun all other eventas will stop going, so that's why you have no lag during the cutscene. It could be that you just have way to many events on the map.
 

Andar

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It's really strange though i tried to put the "Parallell processes" to
Those are most probably the cause, because even a single badly designed parallel process can cause a lot of lag.
One question, because you used plural:


How many parallel processes do you have on the map?


Are you using parallel processes for movement? Bad idea, that's what autonomous movement is for, you should not use set move route commands on parallel for this.


Most maps I know of only need between zero or three parallel processes to function correctly.


And if you need common events on parallel, then try to get some waits in there as such checks rarely need to run sixty times per second.


Please post screenshots of your parallel processes, maybe we can find a way to optimize them.
 

xSparkZx

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I actually have only 2 parallell process events, the rest is triggered with "Player Touch"

Alright, here are three pages of the letter cutscene.

PAGE 1

http://gyazo.com/96d9fb5bd3cf1cb7dcab55c2776fe9af

PAGE 2

http://gyazo.com/b273bc978115a6a8d84b34e16ee863c6

PAGE 3

http://gyazo.com/4388895365164b17b44e6c5ed64a4bdd

And this is a simple parallell process for the BGS.

http://gyazo.com/d31b867779485616f3f70b3636468819

When I put them all on autorun even the BGS then the player is unable to move with the arrow keys.
 
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Andar

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The main problem is in page three of the big event: change that to action button trigger.


NEVER place a page without content on parallel process, it will loop 60 times per second and cause your lag.


The first two pages should be autorun instead of parallel process as well - as long as the third page is neither autorun nor parallel process, nothing in that event will cause lag.


In the BGS-event there is again a problem: parallel process is triggered sixty times per second, which means the background sound is also set sixty times per second - one guess what causes lag...


Does the BGS loop? If yes, then you can switch off that page after the sound has been set once.


If not, then make a wait after the setting that is a bit shorter than the length of the soundeffect. The waits are per frame, a wait(60) will result in the BGS being set/played once per second - experiment if the BGS is not one second long but longer.
 

xSparkZx

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Alright, I've changed the first two pages to autorun and the last one to action button triggered like you said, but I've changed the BGS to a BGM actually, so now it's a song that's looping. But i guess that doesn't make difference, or does it? I'll test the results tommorow it's late and I'm really tired so I'll update you tommorow morning :) thanks for the help btw
 

Shaz

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bgs and bgm loop. If you set them via a parallel process, use erase event afterwards
 

YoraeRasante

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Reminder, if you don't need the event to play more than once per map you can always use erase event, it will be gone but will be back if you return to the map (when you'd need it again)

[EDIT] Ninja'd
 
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xSparkZx

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I tested it, and it still lags, but when I put the BGM to "Autorun" then I can't move around, how do I fix this? Autorun keeps the player from moving.
 

YoraeRasante

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Put Erase Event in that event after it is over, you only need to put to play BGM once per map unless something else changes it anyway.
 

Kes

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Put the music on parallel process and then put erase event.
 

xSparkZx

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Thanks, that did it, no lag anymore :D thanks everyone for helping. This topic may be closed.
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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