Started by ForeverZer0, July 23, 2014, 08:42:29 am
Quote from: LiTTleDRAgo on July 24, 2014, 01:42:47 am@kk20I was thinking for small / mid sized, entire map is okay, but for bigger maps, maybe it will be like continuous maps,and if we can save the drawed tilemaps into external files, probably it can save some memory if carefully played. (dispose & reload the bitmap & skip redrawing entire map) .
Quotealso, we can cut down the number of sprites if there is no tile in specific rows / priority.ex: if there are no 'priority 5' tiles in the map, then we can dispose & replace all 'priority 5' sprites into a dummy (like I did in custom resolution 9.7e)
Quote from: KK20 on July 26, 2014, 06:29:35 pmI found that calling Sprite.new gets pretty slow.
Quote from: winkioI do not speak to bricks, either as individuals or in wall form.
Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.
Quote from: Blizzard on July 27, 2014, 02:25:17 amQuote from: KK20 on July 26, 2014, 06:29:35 pmI found that calling Sprite.new gets pretty slow.@F0: How are you organizing the sprites?
Quote from: ForeverZer0 on July 30, 2014, 05:15:47 pmSorry, didn't see until now. I haven't figured out exactly yet. I was messing around with simply using multiple Tilemaps, and not rewriting the class at all, but ran into Viewport problems. I don't know if I will start from scratch again, or continue to see what I can do to fix the Viewport bugs. The multiple tilemap method is very efficient and simple to execute aside from that one detail, so it is definitely something to look into further.
Quote from: LiTTleDRAgo on July 31, 2014, 05:44:04 amI remember creating such a script: http://littledrago.blogspot.com/2014/01/rgss-drago-custom-resolution.htmlto solve the viewport problem I had to create multiple instance for everything such as fog, panorama, etcand in the end it became full of problem when used with other scripts that relies on Spriteset_Map