The RPG Maker Resource Kit

Other Game Creation => Program Troubleshooting => Topic started by: Tenraah on January 27, 2006, 01:13:22 AM

Title: A quick question...
Post by: Tenraah on January 27, 2006, 01:13:22 AM
I've heard that paralell events create a lot of lag, but lag doesn't exist on my machine.

Can someone tell me, which creates more lag, 25 normal events or 5 paralell events?
Title: A quick question...
Post by: Jesse 015 on January 28, 2006, 06:01:17 AM
i would probally guess the 5 parallel events
Title: A quick question...
Post by: blueXx on January 28, 2006, 08:22:17 AM
yeah paras lag alot...
if you got a 186 (in case you have no idea what it is, you are lucky let's just say i played pacman on one and it was the best game eva)

so far even though i always use massive amounts of parallels, long ones too, i never spotted any lags
Title: A quick question...
Post by: ahref on January 28, 2006, 01:00:08 PM
dpends on the pc maybe???
Title: A quick question...
Post by: helipluis on January 28, 2006, 01:03:43 PM
Could some1 please give a quick explanation of what the use is of a paralell event?
I never use them ;/
Title: A quick question...
Post by: blueXx on January 28, 2006, 01:48:35 PM
omg..  :roll:

ever seen any of my tutorials?
90% of them use them
in short:

parallel proccesses are events that run in the background not disturbing the game itself
i used them for variable changes of all sorts

say you need a variable to get +1 every 1 frame you have to do:
wait 1 frame
variable +1

then you get 2 problems:
a. you need it to keep going

to solve this you need either a parallel, which always work or otherwise a loop which only ends when you tell it to

b. wait stops the gameplay and you really can't work like that

a parallel does not disturb the gameplay unlike any other event type, thus the wait will work on the parallel and not on anything else.
the variable will keep growing and the game will not be stopped

this is also really good for "skills"

you can make a parallel that looks like:

if button X is pushed then
-message: don't push this button

the conditional branch will be checked over and over again, as a result whenever you dare to push the button you will get the message or anything else you put in there.
Title: A quick question...
Post by: Tenraah on January 28, 2006, 07:39:14 PM
so, I'm better off with the 25 regular events?
Well that's good, less work for me, since it's already done
Title: A quick question...
Post by: ahref on January 28, 2006, 09:32:56 PM
for example if you had a lightning field or somthing

then you may have events all over the map with random features or timers that are set to be paralel evnts so that the lightening happens all the time
Title: A quick question...
Post by: helipluis on January 28, 2006, 10:21:49 PM
Quote from: blueXx
omg..  :roll:

ever seen any of my tutorials?
90% of them use them
in short:

parallel proccesses are events that run in the background not disturbing the game itself
i used them for variable changes of all sorts

say you need a variable to get +1 every 1 frame you have to do:
wait 1 frame
variable +1

then you get 2 problems:
a. you need it to keep going

to solve this you need either a parallel, which always work or otherwise a loop which only ends when you tell it to

b. wait stops the gameplay and you really can't work like that

a parallel does not disturb the gameplay unlike any other event type, thus the wait will work on the parallel and not on anything else.
the variable will keep growing and the game will not be stopped

this is also really good for "skills"

you can make a parallel that looks like:

if button X is pushed then
-message: don't push this button

the conditional branch will be checked over and over again, as a result whenever you dare to push the button you will get the message or anything else you put in there.


Thanks for the quick explanation, I'll use them  8)