Quick transfer event vs parralel process

elsimate

Villager
Member
Joined
Apr 27, 2015
Messages
26
Reaction score
2
Primarily Uses
Hi guys, i was reading some tutorial where the guy showed how to make quick transfer events for doors, which looked so logical and easy, but later he started using parallel processes for doors on different maps, even though he said lots of parralel processes are bad. Can you advise me which i should use and why?

Tnx

MESSAGE FOR MODS: Can you please move my last post to the appropriate forum, because i have a feeling i put it in "tutorials", but only later found out that its for solutions, not questions, tnx.
 

Miss Nile

Veteran
Veteran
Joined
Jul 6, 2012
Messages
464
Reaction score
411
First Language
Egyptian Arabic
Primarily Uses
RMMV
A parallel process for doors? o_O Don't doors work by Touch or Action Button? I fail to see how parallel process would make it work xD
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,668
First Language
German
Primarily Uses
RMMV
Generally speaking, Parallel processes have a lot of disadvantages (creating lag and making bughunting more difficult), but are needed for a few specific options.

That is the reason why you should use parallel processes only where they are absolutely neccessary, especially if you're a new user.

Using parallel processes for doors is not something I would suggest. It was probably done to enable specific forms of animations and transfers, but those effects are only worth it if you can know for sure that the parallel processes will not cause any problem.

And you can only know that for sure if you are experienced in the use of the software and parallel processes.

Of course you would have to start getting that experience by testing sometimes, but do yourself a favor and don't try it if you're still on your first or second game project...
 

elsimate

Villager
Member
Joined
Apr 27, 2015
Messages
26
Reaction score
2
Primarily Uses
A parallel process for doors? o_O Don't doors work by Touch or Action Button? I fail to see how parallel process would make it work xD
In parallel processing you assign control variables that check your characters X and Y position on the map grid. Below that, you make conditions that will trigger if the player stands on the right tile, teleporting him to another map or wherever.

But the boss says this is poo for doors, and i'm ok with that since the quick transfer is so easy :)
 

Iavra

Veteran
Veteran
Joined
Apr 9, 2015
Messages
1,797
Reaction score
863
First Language
German
Primarily Uses
First of all, you should remove the "Else"-case of your branches if you aren't using it, because it uses up performance.

Also, if you want to check for player position, place an event set to "Player Touch" and "Below Characters" and handle your transfer there.
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,981
Members
137,563
Latest member
cexojow
Top