[SOLVED] Performance with pictures

Spirographic

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So lately, I was playing around with pictures to add my own sunglare effect to my current project. (I know there's overlay mapping, but I'm pretty lukewarm on the idea of adding more scripts to the project, since it's getting a little bloated by now)

I'm attempting to have it slowly rotating, and while I got that working easily, it performs horribly. Even worse when I couple it with Zeus' amazing map effects. It drops to sometimes <10 FPS on a core i3, which is just unacceptable for a 2D game.

Is there any way to rotate a picture with better performance in RMVXA? I wouldn't really care if it killed the quality or whatever, since the image I'm using has no sharp edges and is highly transparent.
 
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??????

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Could always write up some code and a dll and make it work much quicker. :)
 

Spirographic

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Could always write up some code and a dll and make it work much quicker. :)
I'm somewhat new to RMVXA's scripting, and throwing DLLs in there is an easy way to make life a bit more difficult for me, though it would work.

I'm more looking for some way to simplify the methods they're using if at all possible.
 

??????

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Unfortunately, I'm not overly familiar with rotating of imagery.  As far as I am aware though, there is only one method available for sprites to be rotated.  Perhaps there is some sprite / bitmap enhancement script out there to do such things. :)
 

Bastrophian

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...hmmm...I think I did something like this once in another project. I coyldent figure out how to rotate it either. So what I did was make several images of what I need to rotate, acting as frames of animation, and had an event cycle through them....it took forever to set up, but it worked.
 

Funplayer

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I've dabbled in the picture realm already.  However since I did not attempt to ROTATE the imagery, I cannot assist with anything other than some dll advice.

Use some abstracted code from a popular opengl lib such as libGDX or something similar, and you should be able to make this work using the CPU and some elbow grease.

This is the plight of the RPG Maker currently, we have very little image support.
 
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Tsukihime

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Rather than having the engine figure out how to rotate an image, you can pre-process the rotation by creating a spritesheet and then simply looping through it.


If you need a smooth rotation, you can use 360 frames, but chances are you probably don't need even a fraction of that.


Naturally, this comes at the expense of disk and memory space.
 
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Spirographic

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It seems like cycling through pre-rotated images will be the best bet for a noob like me, at least until I get better with RMVXA.

Gonna say this is solved, though I do so wish I could do better ahah. At least I can save the images as separate gif files to conserve space I suppose.
 

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