In map properties you can set a parallax background.Find game assets tagged RPG. BMP has no compression at all, so the filesize of the BMP will tell you how much RAM that specific map picture would need in memory while the player is walking the map.Īdd to that that in most cases a parallax map uses two such pictures and that you'll need more RAM for the engine itself and all those events on the map and you'll know why it needs a high-end-computer with lots of RAM to run larger parallax maps. RPG Maker MZ is for phones and handhelds only and not desktops or laptops. You can make a very simple test: Save your parallax picture as a BMP. The problem is that as said above a parallax needs to be uncompressed in RAM to be played on, and that requires a lot of RAM the larger a map gets. A lot of the default RPG Maker tilesets cram a bunch of different visual themes into one (ie the default Dungeon tileset covers SO many different types, from caves, to temples, to castle dungeons, to evil lairs). And if you deploy to mobile even 50x50 goes beyond what most devices can handle. A workaround for it would be to use more specialized tilesets. High-End-Computers can usually handle parallax maps of up to 150x150, low-end-computers sometimes have problems with parallaxes of 50x50. It does not reduce the RAM requirements because the map always needs to be uncompressed in memory to be played Your mapsize of 92x78 is approaching the limits of what can be done with parallax mapping. Hey, Im new to these forums (and to RPG Maker MV admittedly, however, I have some experience in XP) so I dont know if this issue has a thread already here but I have been trying to find a solution to my problem but to no avail. Compressing a picture only reduces storge size on the harddrive.
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