SephirothSpawn":13iuz347 said:
I tried to do the same thing upon request once and just ended up re-scripting the entire thing. I suggest not making some windows until the command is actually called (IE: XP Scene_Battle phase3 windows). That should reduce some lag and memory usage. I love my computer. It's barely good enough to run XP, so I get the chance to see my code in super low performance. So by making it fast with low performance, I can only imagine what it works on the average or above average computers.
That's exactly what I started with, when the entire thing was one big Scene_Menu. I've been able to do away with that with the layering Scene_Base (as well as the extremely convoluted animation controls). On initialization, it creates only what it needs for the menu: @command_window, @play_window (has steps, play time, gold, and location), and @status_windows[]. The status windows are what lag to create, and there can be a virtually unlimited amount of them since this is designed for unbounded party size (although only four of the windows are ever on-screen at once). So what I've done is make them all dummy windows until they are on-screen. At the beginning of main_loop, it checks the window and says, If it is on the screen and it's not a Window_MenuStatus, then make it one. I've tried to do the best I can of minimizing lag, but it still stutters noticeably during the initial animation when it has to initialize the windows.
If you want an example of how I've made massive singular Scene_Menus before, look at my
full screen CMS (note this is not my submission).
Animations are controlled by @resize_ boolean values, which are also what cause new scenes to appear. This was my first fully integrated CMS, and it was the springboard for the Eternal CMS, which is what I will be submitting tomorrow. It was the core for the animations and integrations I used, and I'm actually very proud of how I was able to seamlessly integrate it with both the default peripheral scenes (Item, Skill, Equip...) and my
Improved Peripherals script which made target windows permanently visible and integrated several of RPG Advocate's Equip menu improvements and some Save menu improvements which are doubled in my
"Reload" Load Screen script. But that was a time long past, before official translations (as you can probably tell from the $fontface variable, which also proves I was always a DynaEmu user--fuck Postality, I say). I've probably rambled too long.