What's the Largest Rm mv map that runs smoothly on a tablet or phone

fimamati

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I was playing around with rm mv and I made some big character sprites. the bigger the character the bigger the items means a large map.


But whats the point if it can't be played smoothly on small devices. So That leads to my question. Does anyone know the largest size map you can use without slowing down game play?
 

Andar

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The lag is not caused by map size - it's other effects that slow down the game. Basically any map up to MV's maximum map size can be used on any mobile devices.


The limits happen due to two different other parts: events (especially parallel process events) and screen size (as opposed to map size).


On smaller displays (as in number of pixels, not as in size of the hardware) can only display a limited area - but that doesn't block the game as long as you can go around to see larger structures in parts.


But slowdown only happens if either there are too many events (or one or two badly designed parallel process events), or if your device RAM is almost full (parallax maps use a lot more RAM than tileset maps)


And since most of this depends on the game and not on the engine, and on the hardware capacity of the device, we can't give any true numbers on that - you'll have to test and experiment.
 

fimamati

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The lag is not caused by map size - it's other effects that slow down the game. Basically any map up to MV's maximum map size can be used on any mobile devices.


The limits happen due to two different other parts: events (especially parallel process events) and screen size (as opposed to map size).


On smaller displays (as in number of pixels, not as in size of the hardware) can only display a limited area - but that doesn't block the game as long as you can go around to see larger structures in parts.


But slowdown only happens if either there are too many events (or one or two badly designed parallel process events), or if your device RAM is almost full (parallax maps use a lot more RAM than tileset maps)


And since most of this depends on the game and not on the engine, and on the hardware capacity of the device, we can't give any true numbers on that - you'll have to test and experiment.
Awe My maps are mostly parallax maps too. sigh.  Thank you for your reply. This is good for me to know.  I try not to use a lot of parellel events. It's so hard because i'm always wanting an event that doesn't have to be triggered by  the player. lol (Thinking to self: Man I hate making tile sets :(  )
 

Andar

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  I try not to use a lot of parellel events.
If the parallel processes have a good design, then they will only minimally add to the lag - but one single parallel with a bad design can lag everything even on the most powerfull PC, much less a handheld.


If you want to use parallel processes, then learn how to structure them, when to use waits to reduce lag (yes, in parallel processes waits reduce the lag and do not slow down the computer - they only cause delays in triggered events. Search for tutorials about parallel processes if you don't know what the wait command really does)
 

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