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Large map, lag [RESOLVED]

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so I was wondering what makes the games lag? Since I am apart of the team making a pokemon group, whats a pokemon game without one LARGE ass map, right? so wouldn't this LAG alot? so I had an idea:

I think that the lag is coming from simultaneously running events. not sure if I'm right.
 I don't think a huge map with no events would lag, right? so my idea is by using switches, STOP every event in each town(part of the large map), but they are activated once you enter the town by placing an event on the ground that would turn the switch on for all the events in the town/ turn the events off from the place you have left.

would that work?
and if not what are some ways of making a pokemon game with a HUGE map/no lag.
« Last Edit: January 24, 2007, 12:51:06 AM by Nouman6 »
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2 alternatives.

Of course the anti-lag script. That's one way.
Also, what I said about over lapping maps.

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Most lag, I beleive comes from Paralell(SP?) Processes. You could try an anti-lag script, but that disables all events outside of the veiwing area (Including auto-starts and paralell processes) And i've had no luck with them. But you have a great idea! I'll probably have to try that sometime...

(I feel like a noob talking like this to someone with many more posts than me...hehheh... :=:)
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lol, don't mind my post count, Im still fairly new. And thanks, I thought the idea was good also.

and so an anti-lag script disables events? cool, and does anyone else think my idea will work?

(p.s lominsio, if this cant be done, I added an anti lag script to the game)
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Well my problem is that the Anti-lag scripts disable Auto-starts and such.

As in my game I have an evented DDNS,weather,and map change system. Which of course, means they are disabled...

But in a game with no auto-process this could work. (Though they would never work for me)
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so, it would work in a pokemon..since its not really stopping anything that is in view.

anyways still want to know if anyone think/knows that my idea is better then an ani-lag script?

hmm...but I to have a Day/night, but mine is a script sO i dont think the anti-lag will effect it.
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It depends.....if the towns are on separate maps, then no...but if they are on the same map. Then this would work IMPOSSIBLY well for it.
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The way you could make the maps look like they are the same but they are really changing, is at the end of each map, draw the first bit of the next map that it is going into.  Then make the teleports before you get to the edge.  And they teleport to a little past the beginning of the next map and there is no screen transition.  That would make it look like you are not switching maps at all.

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wow. thats really smart thinking. and I will try it and get back to you.

Edit: Maybe I'm not doing it right, but even when I do that, there is a short pause and screen shake. maybe I'm not doing it right. does anyone have a demo of this working? or did yami just now think this amazing idea up.  ;8
« Last Edit: January 22, 2007, 03:55:27 AM by Nouman6 »
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I just thought it up, but I'll try it too.

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If your doing that why not just make a big map?

*Realizes this is what is causing the lag and shuts up*

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I got it to work without being noticed except when you switch maps, it lags for about a half-second.  I'll keep working on it a little more

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The way you could make the maps look like they are the same but they are really changing, is at the end of each map, draw the first bit of the next map that it is going into.  Then make the teleports before you get to the edge.  And they teleport to a little past the beginning of the next map and there is no screen transition.  That would make it look like you are not switching maps at all.

Thats what I was talking about with overlapping maps. :P I used to have a perfect working example. I'll see if I can find it.

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Ok, let's clear this up:

1. Lag

  • caused by many parallel processes/events/events with graphics
  • a big map needs a bigger "image" to be processed, that's why it lags with big maps
  • outside of maps it can be caused by constantly updated HP/SP/EXP bars and similar image drawing on sprites or windows ("refreshing" them in common)


2. Anti-Lag scripts

  • they do not allow updating events and their graphics outside of the screen
  • they do not affect auto-start/parallel processes, because this would make your maps bug
  • there are no known other Anti-Lags except for Event Anti-Lags
« Last Edit: January 22, 2007, 10:43:42 AM by Blizzard »
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Pokemon games...i.e crystal, gold...the game boy stuff, don't have large maps if you've noticed, just single blocks of land that have few events and then you go to a new area etc...
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Pokemon games... i.e. Ruby, Sapphire... are one big map if you've noticed
- Except for the inside of houses and stuff. :P

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Not really... The transition between maps is only executed very unnoticable. No way these maps could fit into a Game Boy Advance RAM.
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That's why I was insisting they were overlapping maps because it wouldn't be possible for them to run otherwise.

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so, anyone have any luck on making a non glitch transition between the different maps?
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Mine didn't have a glitch except for it stops your step when you switch maps (so you can tell cause there's like a 1/4 second moment when you aren't moving)

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I found mine but when I actually tried it, there is a slight lag. Not that noticeable but it is there.

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Mine didn't have a glitch except for it stops your step when you switch maps (so you can tell cause there's like a 1/4 second moment when you aren't moving)

ya...we need to over come that.
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I wonder how Zelda Windwaker did it...it's basicly one map.
lol


But if the game isn't going to use auto starts I would suggest an anti lag script.

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I wonder how Zelda Windwaker did it...it's basicly one map.
lol

You're not seriously believeing that...?
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yay -6 rep!

Okay, so imma little random but still.

Sapphire and Ruby were large maps yes, but they weren't one giant map, they did overlap though, yet somehow the managed to prevent the screen going dark...hmm. I wonder how they did that.
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