Using events for doodads, any downside?

Jellicoe

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I was thinking of getting many of the doodads by using events, and erasing the doodads in the tileset so I can make room for other stuff.

Things like signs, flowers, barrels In the tileset I was thinking of erasing so I can put things like roofs and towers.

Since it seems that having 5 tilesets puts a limit on what you can have, it would seem using events to get rid of 1 tile or so doodads would be a great way to free up space.

Does that seem right or am I missing something?
 

Aesica

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From what I understand, using too many events on a map can make things a bit laggy since events do more things per cycle than basic tiles.

A better approach would be to specialize your tilesets a bit more. By that, I mean your beach town doesn't need winter trees and vise versa. Your cave dungeon (probably) doesn't need castle pieces, and so on.
 

Jellicoe

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From what I understand, using too many events on a map can make things a bit laggy since events do more things per cycle than basic tiles.

A better approach would be to specialize your tilesets a bit more. By that, I mean your beach town doesn't need winter trees and vise versa. Your cave dungeon (probably) doesn't need castle pieces, and so on.
Thanks. I made a scene where there was literally hundreds of soldier NPCs marching in a cutscene and didn’t notice an lag but i have a fast computer. Would this be mainly an issue for old computers? I want my game to be more on mobile phone platforms, and it’s my understanding that phones today have pretty good specs.
 

Jellicoe

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Off topic but Aesica, I love your avatar’s pic. Where did you get the color for the hair, and accessories and lips?

Thanks!
 

Aesica

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Thanks. I made a scene where there was literally hundreds of soldier NPCs marching in a cutscene and didn’t notice an lag but i have a fast computer. Would this be mainly an issue for old computers? I want my game to be more on mobile phone platforms, and it’s my understanding that phones today have pretty good specs.
I've never really encountered lag either from lots of events, but then again, I'm just going by what other folks have said on these forums. Having come from a Flash/AS3 background, I tend to be a bit overzealous with optimization and how things impact performance, so I only use events when I absolutely have to. That said, if your target is mobile, then you'll definitely want to think twice about using lots of events. Even though modern phones are pretty strong, the more processing power required, the faster the battery drains.

Off topic but Aesica, I love your avatar’s pic. Where did you get the color for the hair, and accessories and lips?
Thanks, but my answer is going to disappoint you: Photoshop. :)
 

slimmmeiske2

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Since Doodads are MV specific, I've moved this to MV Support.

Also Jellicoe, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

 

Shaz

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It seems like you're using the term doodads to refer to any object you can place on a map, and not specifically to Yanfly's doodads plugin. This is causing confusion, as shown by your post being moved. What you are asking about is not specific to MV, and the issues would apply to any engine.

If you want to port to mobile, you need to be mindful of anything that will affect performance.

Port your game as-is and see how that cutscene with 100s of soldier NPCs goes on a phone.

It is better to remove anything you're not using from the tileset first. Remember, you don't have to have a single tileset for every map in your game. You can have similar tile sheets for two maps where just a few things are different.
 

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