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(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