
So you need to use the preloader to give the commands to load the next parallax exactly before you're transitioning to that map - but not directly before because then the preloader has no time to load the required resources. However RAM is always limited - and if the RAM is used up some of those resources will be automatically deleted again.
RPG MAKER PARALLAX BACKGROUNDS PROBLEM WINDOW HOW TO
Usually this kind of delay can be reduced by preloaders, but you have to know how to use a preloader - expecting it to automatically work especially in your case is not going to make it.Ī preloader reduces loading times by using up RAM - you can tell it to load a resource into RAM before it is needed. If you are so short on RAM that the computer needs to rely on virtual memory then this would slow things a lot). That load speed is mostly determined by HDD-speed, it has nothing to do with CPU/GPU/RAM (at least not beyond minimal use. What you most likely have here is loading delay.Ī file needs to be completely loaded before it can be used by anything. "Lag" means that your processors are busy. Thank you very much for reading if you made it this far.Ĭlick to expand.those don't help because what you see is not regular lag. I'll conclude it from the context if that's how things are. PS: If your answer is going to be "wrong engine dude" or "there is nothing you can do" pls don't bother answering. I'd literally appreciate any kind of advice I could be using. Is there something on my end other than changing the Engine (which is not gonna happen) or get back to 48px tilesize which would ruin the artdesign of the game? Why does RPG Maker not even remotely use my CPU/GPU/RAM instead of deciding to lag? I mean my computer has the power to run that game at least 50 times simultaniously but the engine seems so limited and doesn't use the hardware it can (maybe because of cross compatibility?) But nowhere I seemed to find the answer to change the game "drawing" method. How do I change my game to Canvas Mode (since one user said that in his project WebGL lags and Canvas runs smooth and I don't plan to port my game to mobile or somewhere else. Disable *ALL* of my other plugins but those needed for the resolution which didn't change anything at all (Drops from 60 to 24+-10 and goes back up) Changing "no transition fade" to "black" which caused it to fade in smoothly but fade out instantly after a lag-spike Lots of Pre-Loader Plugins (Somehow none of them work even a bit for me) The last one is the same as the second one but with Galvs Parallax Mapping. The Second one is with my new Sizes and OrangeParallaxMapping The first one is Default RPG Maker Transition. Instead of talking about the problem, let me just show you.


Now you could argue that this isn't in the support of MV anylonger since I manipulated their file which is 100% true but talking about it and trying to solve it would only benefit the RPG Culture I believe. To make the TileChanger work I had to edit the pixi.js in a few lines (I only had to make the maximum pixels value larger). Ofc everything is still in concept but bascially it should look like this which feels really nice. That's why I decided to Up the resolution from Default to 1707x960 with Yanflys Core Engine which doesn't affect the Performance of the game which is nice but I also changed the Tilesize with Shaz's TileChanger from default to 192px which also kinda didn't affect the performance much (if I transition into a map where nothing gets drawn ofc lol) but the art style of the game looks way better now in my opinion: I am working very hard on a horror RPG by trying to make it as unique as possible with the Maker.
