Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(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