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Maps with Parallel Process Events are lagging... Help?

As everybody might know by now: I'm working on a game for RPG Maker VX. It's pretty much complete by now (made intro and ending, as well), but here's the problem...

In the ending, I use Events that are triggered by Parallel Process. It checks whether it is the ending sequence or not (whether a switch is on or not) and plays a different theme, depending on the situation. The thing is: Every map with a Parallel Process Event in it starts lagging. The events and the player move slower (thank god that Mr. Matsumoto implemented dashing in VX!) and that's annoying. I looked into the help file, where it says that events with a Parallel Process trigger check what's around them at certain intervals. Is it possible to change those intervals?
 
There's only one parallel process on those maps, but I think I know what the problem is... It's my computer. Either it's because I have a fairly old OS (Win2000), or because my hard drive is half full (which I don't think is the actual problem).
 
Unka Josh":qgowm8q3 said:
Try putting a 1 or 2 frame Wait at the end of the process. It seems to help on my machine.

Instead of doing that, put a call script at the end of the event with this bit of code:

Code:
Graphics.frame_reset

That resets the screen refresh timing, and the RMVX help file advises calling that after a time consuming process.
 

Zeriab

Sponsor

A parallel process should by nature not be a time consuming process except in very rare cases.
Can you show us the parallel process since having a single parallel process cause noticable lag indicates design issues.

*hugs*
 

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