Apartment817

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Jul 5, 2022
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Well Tinkerer said it had more to do with the fact he used alot of "switches" instead of other triggers & that had put a major strain of the system. But you could also be onto something there.
I don't know the first thing about programming, full stop.

But your comment did lead me to look at the total number of switches under the advanced tab of RPGMakerSaveEdit. PQ does have twice as many as ASWS. 2929 to 1510.
 
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DomWolf

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Jul 2, 2020
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I don't know the first thing about programming, full stop.

But your comment did lead me to look at the total number of switches under the advanced tab of RPGMakerSaveEdit. PQ does have twice as many as ASWS. 2929 to 1510.
Yeah apparently he mentioned other trigger options but originally wasn't sure on how to use them so he just kept using Switches. Hopefully future projects will benefit from this lesson.
 

Damagus01

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Nov 20, 2022
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Yeah apparently he mentioned other trigger options but originally wasn't sure on how to use them so he just kept using Switches. Hopefully future projects will benefit from this lesson.
IIRC he said he used a lot of Common Events early on that could have been Flags or Switches and needed a workaround to get more CEs. After some Googling I think the issue isn't the game engine itself but the RPGMaker editor. (Code spaghettification probably also factors in.)

Common Events are reusable bits not tied to a specific NPC/event, like sprites wandering, the "quest received" animation, day/night lighting, environmental sounds, etc. Having several things call up the same bit saves on coding and ensures consistency. If CEs were used instead of other things listed below I can easily see them running low even with a workaround.

Flags are coding symbols for maps (tiles, items, sprites, etc.) and don't have a max. Mostly used for defining what spots you can & can't walk into ("collisions").

Variables measure things, capped at 5k editor entries. Collecting boars to complete "Boar Hunt," distance something can spot you at, days since you knocked up a girl, inventory, etc.

Switches activate if the conditions are met, also capped at 5k. Global switches activate anytime the conditions are met though you might need a specific action/event/NPC for the effects to kick in. Self-switches only affect one event like opening a chest or changing the dialogue. Not sure if self-switches count against the 5k limit in MV, but each event in MZ can have up to four self-switches that don't count against the global cap.

- MV's built-in editor has a limit of 1k CEs but can go higher, and a fixed 5k max each Switches & Variables.
- MZ has 2k CEs and can go higher, but still 5k Global Switches & Variables. Tinkerer didn't move to MZ for various reasons when it came out.
- Increasing CEs increases instability with both...
 

Myntz

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Dec 15, 2022
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Was updating and ran into a site warning thought I would share so you all could check it out. tried to reduce that size but guess it did not work. Well the viking file site shows Virus or malware warnings. Can someone check to see if this is true. I did not see anything on the forum of this game. Thanks.
site warning.jpg site warning.jpg
 

Damagus01

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Is old scenes will get animation later?
It's been done, usually when an existing LI gets an updated game model to go with additinal content. For example Gwynneth's alley scenes got redone with animation. But there's so many existing scenes there's no way to make all of the scenes animated without making the game files WAAAAY bigger than it is now.

Is there a particular LI you're asking about?
 
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al.shm

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May 31, 2020
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It's been done, usually when an existing LI gets an updated game model to go with additinal content. For example Gwynneth's alley scenes got redone with animation. But there's so many existing scenes there's no way to make all of the scenes animated without making the game files WAAAAY bigger than it is now.

Is there a particular LI you're asking about?
no i wanted to know overall cuse i played before and many scenes didnt have animation and animations added after certain point
 

Myntz

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Dec 15, 2022
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Generally I don't use vikingfile unless none of the others work
Vikingfile has been working well for some time. today was the first encounter of this error through them. I have used MEGA, which works well, but on these larger file games sometimes it cuts out, or gets interrupted, or just stops all together. Thus I only use MEGA for files under 2.5g. I will try using Gofile, I have used it prior but don't like using it for games over 2g. Though I do like this game think its the combat I like and following the story. I will let you know what happens thanks for the post, by the way. Hope you all had a great holiday.
 
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al.shm

Member
May 31, 2020
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It's been done, usually when an existing LI gets an updated game model to go with additinal content. For example Gwynneth's alley scenes got redone with animation. But there's so many existing scenes there's no way to make all of the scenes animated without making the game files WAAAAY bigger than it is now.

Is there a particular LI you're asking about?
there is ways to compresse file i downloaded a file 3g but after opening its was 13 gig without losing quality idk how they do this
 
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