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(2 edits)

In project I still see a ton of events and no optimization which can be made with only one event.

Intro:

  • 3 useless events as barrier (event with automatic trigger paralyzes the player) and changing of event graphics can be done throught move route.
  • 11 events in a row as barrier for player
  • 2 events in a row for launch first cutscene
  • 2 events in a row for launch second cutscene
  • 3 events in a row for entrance to a cave (function can be made in one event but not graphics)
  • 5 events in a row for leaving ruins
  • 5 events as frowers (function can be made in one event but not graphics)
  • 5 events as clickable objects (parts of parachute)

Village:

  • 2 events in a row for intro
  • 2 events in a row for exit from village (function can be made in one event but not graphics)
  • 11 events for Lilu’s stoping of Player
  • 4 points for fishing (function can be made in one event but not graphics)
  • 3 events in a row in front of castle
  • 2 events in a row on beach
  • 3 events in a row at the East of the village (To the wild lands) (function can be made in one event but not graphics)
  • 3 events in a row at the North of the village (Ruins) (function can be made in one event but not graphics)
  • 3 events in a row at the North of the village (To the fields) (function can be made in one event but not graphics)
  • 3 events in a row at the West of the village (To the forest) (function can be made in one event but not graphics)

MCHouseRuin:

  • all events are useless (if you will put a full transparent impassable tile)
  • 2 events in a row for exit

MCHouse1:

  • 2 events in a row for exit

Castle:

  • 3 events in a row for start first cutscene with queen (function can be made in one event but not graphics)
  • 3 events in a row for pass in left side of castle
  • 3 events in a row for exit from castle
  • 8-~30 events for clickable objects

NairaCellar:

  • 51 event for all Pit cells
  • 2 events in a row for intro
  • 16 events for spikes (function can be made in one event but not graphics)

Shop:

  • 86 useless events (if you will put a full transparent impassable tile)
  • 2 events in a row for exit

Halloween:

  • 7 events in a row for Lina’s Intro
  • 11 events for stop player with message “Where are you going?”
  • 11 useles events on the roof (if you will put a full transparent impassable tile)

H-LinaHome:

  • 2 events in a row for exit
  • 2 useless events which do nothing
  • ~17 events as clickable object

H-MC:

  • 2 events in a row for exit
  • 2 events in a row for something on the floor

All can be done with one parallel event on map or with calling one common event

When I translated 1-3 part of this game I noticed that in example of Pit cells and in example of barriers in Intro

As I understand you mean add a common event and to these row events a trigger for calling it (or how you suppose to activate it). But usually row events consist only of one movement and one text box, will doing this actually change anything?
Also I assume parallel events are having more impact on the game performance  as it’s constantly keeps checking if the trigger is activated in the background, unlike touch/action triggers, and I’ll have to add dozens - it’ll only load the performance, won’t it?

Also clarify what that phrase “function can be made in one event but not graphics” actually mean. Change the graphics inside the row event and call common event for the rest?

For Lina home these two are used for changing their image to things when she drops them from the chest.

But clickable objects mostly have different texts, how it can be turned in one event?

(1 edit)

Mostly in RPG Maker count of events impacts on game performance because RPG Maker always updates information about events. I checked that when I ported my VXA project to MV. In VXA 200 events on map don’t influence on performance. MV project starts lags. And I think better to use one parallel event than 50 events.

With “function can be made in one event but not graphics” I mean you can use event’s script in one event instead of 2 (or more) but there will be a problem with graphics. I just used to do regions and conditions (if you checked my translation which I sent in DMs in gamejolt). For different objects you can use conditions about region and coordinates. And I think update in one event will be more comfortable than in 10+

Maybe I’ll start to optimize this game again.

If you looked through the programming, maybe you got any idea about flowing bug during/after the spike traps? I can’t clearly understand what’s the issue and couldn’t catch it, but several people told something isn’t working

(1 edit)

I use it in cellar event 4 and for the spikes. Why I chose to use row events is lagging: there are parallel event to get player id and then another parallel event to check if these coordinates meet the event trigger. As result I faced an issue when the player runs he may reach the next tile after the one that should trigger (as parallel events don’t freeze the player like autorun). For example if you run into the pit on spikes location you could get one more tile forward, that is not a hole and “fall” through the floor. Can it be solved?

(3 edits)

I solved that with Move Route (Player): Wait 100 frames

Sorry for late answer.

P.S. I’m against that war too (because I’m Moldavian).

Thank you, I’ll try adding it

No problem

(4 edits)

and yeah sometimes easier to use

@> IF : Script : $gamePlayer.regionId() == 1

than

@> Variable : 0001 PX = Player’s X

@> Variable : 0002 PY = Player’s Y

@> Get cell info: 0003 PR, Region ID ({PX}, {PY})

@> IF : PR = 1

Also it works instead of player touch events, but is there a better solutions for several action button events? (Aside from the facts they usually should have an image which requires event for each one)

What do you mean?

For example entrance to the cave with three events with stars. Can it be made in a more fancy way?

(1 edit)

When I listed events you made as row of sparks I thought about making graphics which will be same as sparks row. For example 3 sparks in a vertical row. And graphics 144x48 for each sprite.

(5 edits)

And press button with

@> If Button X Press
@> Loop
@> . If Putton X Press
@> . .
@> . Else
@> . . Break Loop
@> . End
@> . Wait : 1 Frame(s)
@> End

Loop needed for not lauch dialogue again after pressing Z button

Also I’m going to make animations through the looped parallel event (all animation frames are shown as pictures one after another after a few frames wait), as the scripts for playing videos weren’t working for iOS. What I don’t like is the size of wait time between each image can be 3-4-5 frames only, which means the amount of frames in animation can be 20-15-12 per second only.

Maybe you have a more fancy idea?