Memory Leak(?) In New Game Project

bgillisp

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Still, think about it. When is the player *ever* going to open the menu 15 times in a row in quick succession? NO program or programming language can handle that without introducing a slew of other problems.


As for the errors the rest of you mention, RPGMaker MV requires a lot of memory. Please check and make sure your mobile phone meets the minimum requirements. If it doesn't you have 0 chance of making the game work.
 
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poiuyt0418

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it doesn't have to be from main map to menu. It can just be switching from items to main menu to equipment to main menu to get to status. Just that in a 1 minute span (Not even 10 seconds, 1 minute) causes memory usage to go up .5 gb. And really, opening the menu the first time increases memory usage by 100-200 mb. Also f5 should have garbage collection occur shouldn't it?


I go from 2gb ram free to 900 mb after opening menu 4 times (and opening play test which is about 1.5 gb free at time of opening before any actions) anyways. clicking f5 afterwards the ram available is only 1gb until a few minutes later.
 
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Dr. Delibird

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As great as it is that we can deploy to mobile, most mobile phones that we can deploy to are not high enough specs to run the game ultra smoothly. Add on to that the fact that even if a phone has the right specs (RAM ect) they are more than likely specialized towards video streaming and multitasking multiple open apps than it is specialized for gaming.

The laptop I am using MV on is more than a few years old and has maybe 4GB of RAM. Now if I play my current project long enough (with it's fancy graphics and all) it will start to slow down, not because of a memory leak but due to how garbage data is handled in MV. To be fair the map I test things on is filled with more animated events and picture overlays than almost any game will ever have on screen at once, so that map slowing the entire game down makes sense. The only other map that slows things down is the single map I have with encounters set up, however this is mostly due to the fact that I am a clutz and accidental open/close the menu when I don't mean to 3-5 times in a row in fairly quick succession. Also I have noticed that if you call too many battles in a row with only maybe a second or 2 in between them you can start to notice a drop in speed.

With all that being said this is testing on a laptop that has it's own issues and isn't exactly anywhere near new. If you have any average or above average computer from the past year - year and a half then you should see 0 issues UNLESS you are either artificially bringing up the menu too many times in a row in a short amount of time or if you do things that MV (and past makers) don't like (too many parallel process' for example).

One simple solution would be to write a plugin that puts a delay of about half a second (maybe quarter of a second) on the main menu key so as to make it nearly impossible for the player to cause the game to brick itself. If I knew javascript well enough I would write it myself but alas I do not.
 

bgillisp

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I did an odd test today to look into this more, and decided to try to run ACE and try to crash it with memory and see if maybe there's just something different in how ACE and MV handle things. A blank project with no scripts and a very boring map (one row of dirt, rest all water), one sprite chasing me ran at 36K memory, and even hitting the menu key as often as I could to open and close it, I never went above 39K. My main project had similar results, it ran at 78 - 81K, got as high as 85K sometimes, and hit 110K in battle rarely (usually when battle started and an animation went off at the same time).


Could it be that Ruby disposes of objects better than JavaScript does? Or is there something innate in MV that is causing it to not catch the menu as fast? Something that might be interesting to look at as ACE doesn't seem to have this issue of rapid open/closing crashes the game.
 

duende23

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Rpg maker ACE is the best programme if you want create a rpg game for pc until now. I have spend many hours programming with it without any problem. I supposse that the change of ruby to java is very very complicated and stuff rpg maker MV have a lot of work to do. I only want help people who wants create a rpg game for mobile like me, and i advice that doesnt buy this programme for it because until now it isnt working well. I assure i have proved it with the best mobiles in the market, and if someone is interested that he proves for himself. I only hope that programmers resolve this problems soon and peolpe programm happily their games for pc and for mobile.
 

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