Thank you for a good cloud tileset. But this format isn’t good for me, and I converted that to Godot Engine standarts.
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.
In project I still see a ton of events and no optimization which can be made with only one event.
Intro:
Village:
MCHouseRuin:
MCHouse1:
Castle:
NairaCellar:
Shop:
Halloween:
H-LinaHome:
H-MC:
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