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How many events is too many?

Jonny

Member

I was making a map for my game where is a battle going on.  I was using Mr. Mo's Neo ABS for the people fighting.  It's a 50 x 40 forest map and it ended up with about 200 events.  Most of them were for mapping because I didn't have enough layers for the trees. I had 40 events for the people fighting.  When I test-played the map the FPS was around 7 even though I was using Zeriab's anti-lag script.  The highest it got was somewhere in the low 20s.

Which brings me to my question: How many events is too many for one map?


Here's a picture of the map I made: (1/4 view)
http://i148.photobucket.com/albums/s15/jerryoey/Map.png[/img]
 
it depends on the map, the events AND the computer. most people use events as a fourth layer for mapping, you can have a lot of these with very little lag. ABS' tend to cause lag because therye on the map battles, naturally the more battles you have, the more lag. smaller maps are also less lag because smaller space = less events. parallel process events cause massive amounts of lag, because they update every frame(?) and drain A LOT of memory, you can include waits in these to ease up off the lag if they dont have to be updating every frame. Lastly: your computer. my laptop is fairly new, but im running vista, which drains a lot of memory, when you add RMXP on top of that, it lags pretty badly. so take into account: Map size, Events, Types of event, Number of events, and your computer. Break up your maps into smaller ones if need be. (50x40 really isnt that big though.)
 
Are you sure all of those event are neccessary? Some of the middle tiles of a tree (the ones without transparency) could be moved to the first layer. Sure, that splits the tree into 2 or even 3 different layers, but it's not like it is noticable ingame. I can see that could be done on the upperleft-most corner (if I am not mistaken due to 1/4 size). And I guess that with that many trees in the forest, you could use some graphic editing program to pile up some trees together in the tileset.
 

Jonny

Member

These are all really good points.

Nickster":1vpocftg said:
parallel process events cause massive amounts of lag
I only have one parallel process but I'll keep that in mind.

Zekallinos":1vpocftg said:
Are you sure all of those event are neccessary?
Well, I'm not a very good mapper and this is my first forest map, so I'm sure there are plenty of extra events. =P

Mundane":1vpocftg said:
The first event that causes unnecessary lag means you've reached 'too many'.
Very true.
 
Could I see a close up of your map? Better mapping skills always helps to cut down on events.
I also suggest to keep your amount of events on a single map to a max of 100. I've found giving myself a limit helps keep lag down as well.
 
Just some tips about what you could do to reduce the number of events

http://i3.photobucket.com/albums/y64/rudichen/Layerssorta.png[/img]

Red : Move the tile from the first tree to layer 1 and the event to layer 2-3.
Blue : Same thing as red, but in the editor you will see some white while in layer 1 because it's a tile with empty space (transparency) in layer 1. But do not worry, the important is INGAME, not in the EDITOR. I know it splits trees into 3 layers, but that's work you wil lhave to do. Just copy-pasting the tree from the tileset can't do all the magic...I am mostly talking about tiles such as the middle of the tree, with no transparency and could be moved to layer 1 instead of the grass. Since it has height priority, the player will still pass underneath it.
 

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