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SUPERNOVA Animation stuttering

A topic by Vidyamaya created Jul 20, 2022 Views: 187 Replies: 3
Viewing posts 1 to 2

I've had this animation pack for a while and assumed that everything was set up and working correctly because all of them play just fine in the database portion of MZ's editor, but just recently started trying to actually use them on the map screen... All of them seem to work fairly well except for the Supernova animation (the one I most wanted to use), which stutters and plays super-jittery as if my frame rate has dropped, making it almost unusable. I don't understand why this would happen, because I have a pretty powerful Mac Mini (64bg RAM) and every other animation that I own -- including some which appear to be even more complex -- is still working flawlessly. Any idea what might be causing this?

Developer

I'll have to do some testing! Performance-wise it is quite a heavy animation (I struggle a little to edit it on Effekseer, but not to play it back) so perhaps it may be that it needs some optimization. It's the one animation I made more with the pre-rendered spritesheet in mind (since that's where performance is not an issue) but it's definitely possible to make that animation much lighter without losing too much information. I'll look into it. Thanks!

Awesome, I appreciate it! I noticed that I also had the sprite sheet version set up, and while that one doesn't have the same lagging issue, it simply doesn't look good compared to the Effekseer version -- nowhere near as smooth as far as sharpness or movement -- but that may be due to the fact that I'm using a very wide screen resolution, which tends to stretch and distort most full-screen sprite effects. I really wish DreamsCircle would remake some of their old sprite sheet animations, but I guess they decided to not bother with converting any more of them when MZ got the update allowing us to use MV animations.

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Wow, already been over a year since I made this comment, lol. But I discovered what the underlying issue was: While the Mac Mini that I'm working on is, as I've said, a beast of a system, the one thing it doesn't have is a decent graphics card -- it seems to use only about 1536mb for graphics, and it's basically stuck with that. This never struck me as an issue until I started thinking about what kind of minimum system setup would be required for players to run my game, and I noticed that the RPG MAKER engine itself typically needs at least 1gb of VRAM... So I'd already been developing in it for several years using just a fraction of the power that was recommended for it, lol. I just recently got into working with After Effects, and got an old Sonnet Breakaway Puck RX570 eGPU to speed things up... When that 4gb is running, your animation flows smoothly and without a hitch! My guess is that it would work equally well with just 1gb, so my issue was pretty much a non-issue.