Nice font! But in there are not enough symbols even for Latin keyboard layout.
ZEkA10000
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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:
- 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