Too long events?

Tokumei No

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Hello everybody.

So, it's almost known that a too large or with too much events map makes the game lag.

But, has anyone ever detected a lagging due to a processing event that is too long?
I'm asking because the events for my game are growing more and more, so I'm pretty scared about it, even if, at the moment, all my game tests were not affected by lag.

Thank you in advance.
 

Hudell

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The size alone usually won't be a problem, what really matters is what the event is doing and the number of different events.
 
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Andar

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Lag is not directly created by either the size of events or (unless you go to very large maps with several hundreds of events) number of events.


What creates most lag are badly designed events with faulty logic structures. One bad parallel process event can cause more lag than two hundred simple events.


So if your event is long because it has a lot of linear-logic checks, then that should not be a problem.


If the event contains loops, labels and gotos - anything can happen if a label or loop is not used in the correct place.
 

ArcaneEli

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If the event contains loops, labels and gotos - anything can happen if a label or loop is not used in the correct place.
I've literally been using Ace since the English version came out and had absolutely no idea what a Label was until I read this post and had to go look it up...

But yeah it depends on how much stuff is going on inside your events. I mean if you have like 30events all with animations, parallel processes, moving, doing 360 noscopes you are gonna have an issue.
 

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