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Experiencing lag even with Near's anti lag

I dont understand why, but I'm getting lag on one specific map (That may answer my question right there) but even though it's only on one map, shouldn't the anti-lag script still keep it from lagging?

Here, I'll post a picture of the map.
http://img60.imageshack.us/img60/9185/lagzz0.jpg[/IMG]

It's not even that big of a map, it's only 65x40. Then again, I am using/running alot of scripts in the background, and events. I'm also using Near's Light effects (hence all the events on the windows) and Advanced Time System, if that has anything to do with it.

Anybody got an idea to stop this lag?
 

Anonymous

Guest

Near's Anti-lag script only reduces lag, it doesn't stop it. All it does is stop the interpreter from parsing events that are not autorun, parallel, or in view. Autorun and Parallel process events still run, and still cause lag. Try combining your parallel events into one event, if there's more than one.
 
I believe that any event, whether it has any event commands in it or not, is still updated every frame. And about breaking the village up, why not? That's what I'm planning to do when I start working on maps. It should help a lot.
 
The anti-lag script don't work in some maps, but it don't cause more lag....
You can try to reduce the number of global variable (you need experience with scripts), or reduce the number of pictures.
Also, the common events are always updated, try to reduce them.
 
Yes it does cause lag. Dont believe me? Make an event with a custom move route set to action key.
Maybe you all should learn more about the script before you decide what it can and can't do. It gave IG2 incredible lag and event errors(the events followed the screen), that's why we got rid of it. Still laughing? Think before you speak.
 
The anti-lag script messes things up a little, for instance i had a map when a guy came from the other extreme of the map, but he was out of sight so the event didn't work, all that just because he wasn't a parallel process, but that's the only problem, never noticed more lag with that script, it's well done.
About your map, withviolence, i know for sure that every event must be checked by the system EVERY frame, so more event, even if they are just grafical like a light or a fire, they make the computer work... for instance once i tryed to make a map with a big troop of men... like 80 people... laaaaaaaaaaaaaaggggg.
So know what? i put the men on the tileset and simply painted them on the ground, and used just the first 2 lines of the troop for the charge, u can try the same system on the map, using less and less events as possible.

P.S.: why doesn't anybody invent a true anti-lag script, it would just need something like a distinction between events that must be checked and events that must not, and not checking them every frame but every like 2-3 frames that would make everything smoother i think.. or is it impossible?
 
Mike, I had done something like that awhile back. Unfortunately, you'd be surprised just how much stuff it breaks. Releasing a script like that to the public would require sooooo much support from people with problems :(

Original poster said:
Light effects (hence all the events on the windows) and Advanced Time System
I'm assuming it's the light effects causing your lag on that map, but I'm not familiar with those two scripts.

ryanwh said:
Yes it does cause lag.
You are both right and wrong. It wouldn't cause the lag in this person's map though.

When almost all of a map's events are in what it considers the screen area, and you're using enough events to make a difference, there is slightly more lag with an anti-event lag script in your game. Might not even be noticable on a mid-end computer. Your other problems with the script have workarounds in most cases
 

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