- May 25, 2017
- 2,616
- 4,660
Parallel processes can be pretty bad. Without wait commands, they run every frame. That means 60 times a second, with RPGM's default framerate. Of course, RPGM doesn't tell anyone that.It's a bit long to explain, but since I've been learning along the way, at the time of making the game the first time, I created parallel processing systems that are too poorly optimized, and are repeated over and over again for each map. I don't know how to explain it, but they are very long processes of switches depending on the day, the period of the day and a couple of other things. There are 7 days, 4 periods each, there were simply too many switches turning on and off constantly all the time every time you left a map and went to another, because it was a copy paste of the same process in each map. What im doing right now is change it to a common event that activates "automatically" for 5 seconds (to process all the switches) and then turns it off, because I was told that a bad parallel process can be the worst. Also, I reduce a lot the switches and things for some more efficient.
Where you using parallel processes for parallaxing? You don't need to do that with Galvs layer graphics, you can use map notetags (You can found out how in the plugins help stuff). You might need something like Yanfly's region restrictions to prevent the player from walking where they shouldn't.Regarding the parallax, I changed it for OCram layers and for now it works much smoother, I dont need any parallel processto to get it work, but sometimes I feel that it lags a little and I can't figure out why, plus I need to do a long run to see if it still crashes.
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