If people play adult games in place of watching one of the billions porn movie they can found for free, it's precisely because they want more than "nice title screen and porn pictures". Reason why those games are the only ones made with RPG Maker that effectively survive the disliking. The Asian part of the scene is more sober, but at least when they use RPG Maker it's to give players what they effectively want. They have a engine that, despite the limitations already addressed in this thread, offer them the possibility to go way further than the Ren'py Visual Novel that flood the scene, but they use it like babies play with lego, putting brick after brick without other desire than to make the biggest tower. They base all their games on false assumptions, and then create uneasy to play walk simulators. In the end, it's devs like you who led people to dislike so much RPG Maker games. If game is small.Ĭlick to expand.Do you really think that you know better than me why I'm playing adult games ? Preloading whole game probably would work. Playing on browser has some serious audio, picture etc. Some plugins break web versions (tddp mouse ex for example).Īlso, I'm not aware of any good preload plugin. You can play on browser, but it's not a perfect solution. It works surprisingly well compared (Oakshire map), but I'm pretty sure tripling map sizes would dip fps to 40 or below. It uses mostly under 60圆0 maps and it already shows some hiccups on my test latop I5-5200U/4GB machine. Games like roundscape use parallax mapping it looks way better than basic tiles+sprite but at the cost of extra performance. There are other techniques to make maps stand out, like yanfly doodads, tileD, but they still have extra costs on the performance. That's why " advanced" mapping needs to remain relatively small compared to basic sprite and tile which shamanlab uses for his game.Īnd as I imagine, games like roundscape uses multiple layers for fog, maybe light effect, then roofs, trees, buildings to hide a character when they are behind them. Just a single overlay require up to three thousand more resources compared to regular tiles if using common parallax mapping techniques. I mean no disrespect to him, but as I mentioned, when you start adding layers, parallax mapping, and other complexities to imitate a proper top-down RPG game, the engine just starts slowing down.Īce games are viable for lower-end systems, but not MV if using the parallax mapping technique because of how the engine programmed and it calculates 48x48 tiles, layers, and various things.
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