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It's actually very easy to create a resource manager, just the tools for it don't exist on Windows by default.I thought about adding a "check for used resources" option to my unofficial, prototype Resource Manager. To say it would be tricky is an understatement. Sure, I can easily open all of the Javascript files and do a search, and maybe load each Map, in turn and check every single Event and command for resources used. So, it sounds easy to do, but in practice, it's trickier than you might think.
My biggest concern is it would be highly likely to want to delete something that is actually in use in some fashion. And, nothing is less fun than removing an "unused" Resource which is really still being used and finding it breaks the game in some strange way. I had loads of fun when I removed resources manually in VX Ace projects, and then my game broke in strange ways.
Step 1: iterate through every file in the RPG Maker IMG directory, grep for the image use in the data/*.json files and js/*.js . if not found, remove.
Step 2: iterate through every file in the RPG Maker BGM directory, grep for the image use in the data/*.json files and js/*.js . if not found, remove.
Step 3: run optipng -o9 * on all png files.
In the case of the audio you have to do a check without the .m4a/ogg file name.
Like I know how I would do it on MacOS X. Just the thing is, never "pre-optmize" assets, because you'll definitely waste time undoing mistakes.
Once you have an optimized asset set, package it and testplay it to completion to make sure that the performance is reasonable and no mistakes were made.
Ideally you'd run an asset-count script to see if you aren't using some files just once. Because aside from the splash screen, you don't want to use stuff "just once".
That's not really a hard limitation. You can actually make 999x999 maps in the editor, and make further adjustments just editing the .json files. However as I've mentioned before, mobile devices have a lot less memory, so it's the number of unique tilesets that are going to drag the performance down.Mouser, on 26 Oct 2015 - 05:28 AM, said:
To me the biggest change is moving the engine from C to Javascript.
The plus is gives almost total control over the engine to the developer.
The minus is that Javascript will not / does not / and cannot perform as well as native C code.
I call that an overall plus though. (I also call getting off Ruby a plus, too).
The only real negative 'compared to earlier makers' is a limitation on map sizes. Personally, I think 256x256 is a BIG map. As people have said, there aren't many finished games out there that have huge (400x400+) maps in them. Was it a restriction for mobile?
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