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@haydengames3 You can go to Steam -> RPG Maker MV -> Properties -> Betas -> Choose v1.3.1.
@haydengames3 You can go to Steam -> RPG Maker MV -> Properties -> Betas -> Choose v1.3.1.
Fix to some Kadokawa scripts so that their files are not removed by the "Removed unused files" in Deployment
@haydengames3 You can go to Steam -> RPG Maker MV -> Properties -> Betas -> Choose v1.3.1.
Created a brand new, empty project with 1.3.2 and deployed it to an iPad3 and it still runs very sluggishly.![]()
MV Games need at least Intel Core 2. an Ipad 3 has dual core?
I can't really answer that because all iOS devices have some manner of Apple-designed processor (even the very newest iPhones).
If I have an event set to wait 300 frames, it will take roughly 2X that on the iPad before it completes. Sound works normally, though, and things move more slowly but still not 2X as slow.
I wish this could be a general fix for all plugins.
But guys, do you really expect miracles from MV? You are using Apple devices that are more than 4 years old.
And not trying to be mean, but I hardly consider one 2D object moving across another without dramatic slowing to be a "miracle".![]()
We'll fix the generator hopefully tomorrow. It's really late here (2 am in JP, 1 AM on mine)
2D is actually pretty resource intensive. At least the way RPG Maker is doing it. There is this perfect guide that could help you give an estimate on the size of your file in memory (NOT file size). You will also notice most games will go by with an ATLAS format for sprites (Ragdoll animation) to lessen the load on mobile devices when it came to sprites. I don't know the lineup of apple products since I personally don't use them, but we'll see.
We'll fix the generator hopefully tomorrow. It's really late here (2 am in JP, 1 AM on mine)
2D is actually pretty resource intensive. At least the way RPG Maker is doing it. There is this perfect guide that could help you give an estimate on the size of your file in memory (NOT file size). You will also notice most games will go by with an ATLAS format for sprites (Ragdoll animation) to lessen the load on mobile devices when it came to sprites. I don't know the lineup of apple products since I personally don't use them, but we'll see.
In the article you link, the guy mentions this file format: pvr.ccz. I am unfamiliar with this despite a degree in graphics. It isn't an export option in photoshop, at least not the aging version I have access to. If it's better for the system than .png, how does one export to it, and can MV use this file type? I did some pc configuration stuff and got my game to run smoothly, but my ram is always maxed out because my maps are image based and don't use tyles. I csn play around in it now without a crash, but I'm looking for further optimization. I will adjust what i can per article instructions, but this file type eludes me. Any info on the matter would be greatly appreciated. Especially how one would convert to this file type and if mv can use it. Thanks, guys.
A texture is an in-memory representation of an image made up of individual pixels. Each pixel uses a certain amount of memory to represent its color. A texture’s memory size is therefore simply the product of width * height * sizeof(color).
Before I go any further, I like to stress it again: the size of an image file is much smaller than the size of the texture generated from the image. Don’t use image file sizes to make memory usage estimations.
Most common are 32-Bit and 16-Bit textures which use 4 and 2 Bytes respectively per pixel. A 4096×4096 image with 32-Bit color depth therefore uses 64 MB memory. Let that sink in for a moment …
And not trying to be mean, but I hardly consider one 2D object moving across another without dramatic slowing to be a "miracle".![]()
This is why @Yanfly and I are trying to making tools that does not require users to do parallax mapping. Because they are bad for HTML5 game development.