The first discovery, a super easy and fast way to upgrade the NW.js of RPG Maker MV to make games run 2x better (Link below)! and I always ran across explanations that made me understand the complexity of game engines for sure (people saying that 2d game engines are still so complex as justification for poor performance, etc), but still, I was never fully satisfied, I never felt like I found a good reason for RPG Maker MV games running so poorly.Īfter doing my best to create the very best/optimized game I could make, I just accepted the fact that the RPG Maker MV engine is poorly optimized, and I just had to live with it.Īll of this changed once I made a huge discovery which quickly lead to a second huge discovery! OMG!! I looked for answers, (I looked for the entire 5 years it took to create Killer Gin on MV). It has never made sense to me, and this has really bothered me because I really wanted my game to run well (since its a commercial game)! How could anyone take me seriously as a video game developer if I had a hard time optimizing a simple 2d game? Is the RPG Maker Engine really that poorly optimized? How can these simple 2d graphics bog down powerful computers?! How come powerful Gaming PCs/Laptops that can run triple A Games like WOW (old I know), Just Cause 4, and Assassins Creed well (in 4k) somehow, for some awful reason, have a very difficult time running RPG Maker MV games? This is my SECOND big discovery, my first discovery being "Massively improving RPG Maker Game performance by updating the NW.js" (Link below) The reason why I am creating this thread is because I feel this is a VERY important aspect of RPG Maker games that is overlooked by most devs and players alike. So, just how is this event meant to be configured? Does anyone just have a screencap of their event Contents or a simple step-by-step? Should the. I've tried putting it in the Custom Movement box with the other script calls to place it at the player's location, with various different wait cycles, but again the game just got bogged down and crashed after a short bit, and no rain ever fell. After a few different attemps, I tried using it as an action event with a swtch to toggle the rain on and off, but the Script call doesn't seem to work that way either. This bogs down the game until it eventually just crashes after about 10 seconds. Now, I placed the Script call mv3d.createRain() into the Contents portion of the parallel event.
Let me know if this is an incorrect assumption. The quoted instructions don't say to do this, but there was a comment in the follow-up "Fog" guide about naming the parallel "mv3d.fog" instead of rain, so I get the impression that the event should be labelled as such. I made a parallel event and labeled it " mv3d.rain". js file with the code (named it mv3d-rain.js since there's nothing that specifies if it must be named anything specific)Ģ.)I have the Rain.png file in the img/mv3d folder.ģ.)Here is where it gets muddy and I need clarification.
Have any other laymen/non-java experienced users figured out how to get this working? I've followed the instructions as best as I can, but there are clearly some bits that you must know that go unstated and I can't quite get this working.ġ.)I've made the.
It has to follow player around with a parallel though as linking to map objects doesn't work right as y and z seems reversed, but the object I create and link it to that follows player works for some reason, put a wait between movement. Can create it with script call mv3d.createRain() Var coreSphere = ("coreSphere", I took the rain from mog weather and put it in MV3D folder named Rain.