It's odd that I'm not getting the lag at all... I never have in the base essentials. Just lucky I guess.
Anyway, Maruno, do you plan to repair the glitch of the bump sound playing over itself repeatedly when the player runs into a wall? I'm sure there's a more polished fix than what I have done. (In Game_Player)
If your curious though, here's an example of the fix I've used:
Code:
if !check_event_trigger_touch(@x, @y+1)
pbSEPlay("bump")
pbWait(10)
end
The pbWait is obviously the new part.
I usually play with the sound off, and I don't do silly things like walking into walls, so I didn't notice this. I'll look into it.
When walking around a map, the other events like NPC's on the map have a very jagged transition. If an NPC's is standing and I am moving across the screen, the event seems to be jumpy.
Any info on this?
The NPCs are just moving that fast. Change their speed to
3: Slow, which is just slightly slower than the player's walking speed (
4: Fast is the player's running speed, so you can imagine that
6: Fastest is practically teleporting).
maruno i have one question, what was wrong with the pbGenerateEgg(0,0) function? why did you change it, to the messier looking EGGINITIALLEVEL
You say "messier looking", I say "consistent". This way, all eggs hatch at the same level, which is defined in the
Settings (default: 1). Eggs that come from breeding already used this, and it just makes sense for all other eggs to use it too.
What instances can you think of where you'd want to make a particular egg hatch at anything other than the default hatching level? Because I just don't think it's necessary, which is why the ability to set a generated egg's level was removed. Now you just use
pbGenerateEgg(PBSpecies::TOGEPI).
Regarding your more recent comment, I should point out that
EGGINITIALLEVEL is a variable, not a def. It's the variable in the Settings script section, in fact. I'll still use "pbWhatever" to denote defs.
ughh i tried your latest kit maruno, and the lag is gone, still small lag but not important, however you messed the scripts up and now i cant default the screen size to 240x180 with out changing a heap of extra crap, also your new screen size option is flawed because it changes the screen size but not the images, the sprite resizer still remains the same while i like your intentions i do not like your changes.. im sorry dude thought you made some good improvements however its still needs alot of work, keep at it man..
Nice to hear the lag has been mostly wiped out. As I suspected, it was the overly complicated day/night system.
I've not messed anything up when it comes to resizing the screen. It's
always been the case that if you wanted to start the game in eye-strain-o-resolution (i.e. 0.5x zoom), you needed to change more things than just the zoom number (I didn't know this at the time, though, which is why I didn't fix it). I'll look into making the zoom factor apply immediately, now that you've raised the issue. To be honest, I don't think "a heap of extra crap" would be necessary to solve this.
Essentials is still a work in progress. I'm as human as the next person, and I'm not going to have everything perfect immediately. That's why I rely on you guys reporting the faults and understanding my fallibility.