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- Jun 16, 2015
- Messages
- 207
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I could list a thousand reasons Javascript is better to learn than Ruby if you live in the west, all stemming from the fact that everyone uses it.
I've made a very quick tool that helps with exactly this issue. It removes all assets from your project that aren't being directly referenced, which equates to almost everything that isn't being used (the main exception for now is animations, which I'm working on!). Check it out: http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-projectYes, it is dreadful that your project has to start with all the resources......................... there just must be a simpler way to manage this. Something that detects what exactly your project needs?
Exactly. And JS got popular simply because its the language the runs in our web browsers, it certainly didn't get there on its own merits as a language (although first-class functions are nice), it was really just historical reasons. Almost everything positive that can be said about JS arose out of necessity (V8, Node, ecosystem, userbase).I could list a thousand reasons Javascript is better to learn than Ruby if you live in the west, all stemming from the fact that everyone uses it.
There is a severe lag even on very high end omputers for displaying pictures. I found it works much better to load all pictures used in a cutscene or map at the begining with opacity at 0 and just flip between them as needed instead of loading them and replacing/erasing them ine at a time. There is virtualy no lag or studder this way. And the load time can be hidden with a fade out/in or map transition.- Due to the way that RPG Maker MV loads Pictures, there seems to be a small delay when switching to a new picture, or loading a new one over the top of an old one. It's a small thing, but can make complicated cutscenes a bit more fiddly.
I'm glad I'm not the only one who feels this way. The only major complaint I have about MV so far is that I really don't like the art style - compared to VX Ace, it's too soft and rounded and cartoony. And while everybody is praising the Character Generator for being so awesome, I really don't like it. The CG in VX Ace took some getting used to, but I like it a lot better than the one in MV. Like you, I feel that there's not enough variety in faces or clothing styles. It all looks very samey.-really cheesy and one-dimensional art style. have to basically overhaul the entire library of assets if i don't want to conform to it, since even the sideview battlers etc. all follow this pattern.
-the character generator is a huge disappointment. no variety in face or body shape. clothing styles all very similar; really hard to depict different cultures / fashion styles / economic backgrounds.
You're a hero!!! I'll check this tool out soon.I've made a very quick tool that helps with exactly this issue. It removes all assets from your project that aren't being directly referenced, which equates to almost everything that isn't being used (the main exception for now is animations, which I'm working on!). Check it out: http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project
It takes about 30 seconds (including downloading and extracting the zip) to bring a default project from 400mb to 200ish.
Let me know how you get on! I'm planning an update soon that does better filesize reduction (by stripping referenced but unused animations), makes it look a bit nicer and fixes a minor bug.You're a hero!!! I'll check this tool out soon.
You know what you should do... is have it cross-reference updated files (Eg check modification date/SHA-1 checksum) between NewData and the project so that files that are updated by steam optionally be updated if the version in project is older and unchanged from stock. Like this is a little more complicated than what your software tool was designed for, but I think having it go "check for newer project assets" could be done.Let me know how you get on! I'm planning an update soon that does better filesize reduction (by stripping referenced but unused animations), makes it look a bit nicer and fixes a minor bug.
That's a really great idea - thanks! I do wonder why there is so much lag for pictures, though (I don't recall it ever being a problem in the past)...At least there's a workaround =)There is a severe lag even on very high end omputers for displaying pictures. I found it works much better to load all pictures used in a cutscene or map at the begining with opacity at 0 and just flip between them as needed instead of loading them and replacing/erasing them ine at a time. There is virtualy no lag or studder this way. And the load time can be hidden with a fade out/in or map transition.
Yeah, that's probably a little out of scope for the project - all I want really is to have a simple tool I can quickly run before uploading my project. However, since it's open source I'd be happy for someone else to take this sort of thing on in future. I need to get a github set up for it really.You know what you should do... is have it cross-reference updated files (Eg check modification date/SHA-1 checksum) between NewData and the project so that files that are updated by steam optionally be updated if the version in project is older and unchanged from stock. Like this is a little more complicated than what your software tool was designed for, but I think having it go "check for newer project assets" could be done.
It works fine on iOS devices. Space is always a premium on a mobile device. (Like i can run it on my iPhone 6S with no problem.)My only real gripe is all this hype about being able to port to android/ios, but when you do, the game runs laggy as hell and you have to be super stingy with file size.
My phone can run pretty much any top end game on the android market, so the phone isn't the problem.
I think unless something is changed (I wouldn't even know what to be honest since I'm not all that savvy at this kind of thing), the whole porting to mobile devices is out for me, and many others.
Used it, worked wonders! I was able to strip my project down to 50 mb!Let me know how you get on! I'm planning an update soon that does better filesize reduction (by stripping referenced but unused animations), makes it look a bit nicer and fixes a minor bug.