Apparently, Grid Free Doodads made by Yanfly lags my menu when closing it for some reason. I am pretty frustrated that I can't use Doodads because of this. I hope Yanfly can fix this.
[move]Javascript/Plugin Support[/move]
If this were a bug in the plugin itself, it would have received multiple reports about it. As it has not, then it is probably something to do with your combination of plugins.
Are you using anything that changes the Menu in any way? If so, please give a link to that plugin's web page so that if people need to check anything they can do so without having to hunt for it.
Have you checked that the order of your Yanfly plugins corresponds exactly to the list you find on Yanfly's website? Any alteration at all in the order will produce problems.
I know i get Huge frame drops when opening and closing the menu and changing scenes, even in vanilla.
but it's hardly noticeable.
with about 200+ doodads (sometihng like that, i lost count but that's alot!), the lags from the menu becomes more noticeable, however this lag was always there its just getting worse. I've never looked into this, but i know this on cases can cause stuttering if you are using HTML audio from older versions of RPGmaker MV.
no doodads, basic map no plugins and using the inbuilt FPS counter.
this is on my machine so your may be faster or slower.
opening the menu: 35 FPS
closing the Menu: 50FPS
200+ doodads:
opening the menu: 15 FPS
closing the menu 30FPS
Like i said, i don't know why this happens yet, but the profiling looks like this.
so, yeah, 200 doodads make those frames take 2-3 times longer, but they are already taking over 80ms. it isn't directly caused by the Doodads, just if you have enough of them they make an existing problem worse.
I've yet to discover the source of this but my guess is the map is being reloaded each time you enter and exit the menu and because each tile is an object, as well as characters and now doodads as well. this means the engine has to recreate all of them (creating masses of objects isn't cheap) it causes the game to "choke" because it needs redo everything within one frame due to the synchronous nature of the creation.
I tried it on a completely new project with only yanfly's core engine plugin and doodads plugin installed and it delays the menu a second or two before it close the menu.
[move]Javascript/Plugin Support[/move]
If this were a bug in the plugin itself, it would have received multiple reports about it. As it has not, then it is probably something to do with your combination of plugins.
Are you using anything that changes the Menu in any way? If so, please give a link to that plugin's web page so that if people need to check anything they can do so without having to hunt for it.
Have you checked that the order of your Yanfly plugins corresponds exactly to the list you find on Yanfly's website? Any alteration at all in the order will produce problems.
I thought moghunter's menu was the culprit at first but I tried it on a new project with only yanfly's core engine and the doodads plugin but it still produces the same delay when closing the menu but it doesn't delay when opening and closing other commands on the menu just the closing itself.
Here's a pic and gif showing the test.
Game without doodads plugin
Game with doodads plugin
Note:
I am using version 1.5.2 of rpgmaker mv (coz some plugins I use are not compatible even with the stable version 1.6.1) so I am not sure if the same thing occurs on 1.6.1. I don't even know if yanfly already updated his doodads plugin to 1.6.1 compatibility...
Even though it's not what you're reporting, in the gif you posted there's another issue that the actor faces not showing up in the menu the first time you open it. This is a bug in the doodads plugin, the author overwrites the 'ImageManager.isReady' function for an unknown reason and it causes that issue.
Even though it's not what you're reporting, in the gif you posted there's another issue that the actor faces not showing up in the menu the first time you open it. This is a bug in the doodads plugin, the author overwrites the 'ImageManager.isReady' function for an unknown reason and it causes that issue.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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