![]() If these animated images need to be animated during gameplay, the first few frames of the animation will lower the FPS quite a bit and cause small lag spikes until the full animation cycle is loaded (all images are loaded). This is barely noticeable on higher end PCs, but on older ones, it is pretty obvious. Whenever an image is loaded into the cache, a small freeze will happen. Some systems, such as animated image systems which work by loading several images and cycling them, can benefit from pre-loading these images. ![]() As a result, RMMV displays its loading screen while doing any level of loading because it's a very real possibility we could be waiting for a while for a resource to load over the internet, thereby making it necessary that we have a loading screen. Now, while each device might be able to run quickly enough to process the game at a good enough speed, network speed is often a very limiting factor. The only possible way VX Ace and below could get an actual loading screen (which should be unnecessary to begin with) would be using the Thread class to try and update the screen while the main thread loads resources, but I'm not even sure that the Thread class is available in RM (since it's so stupidly restricted), nor that a thread would be capable of updating the screen.Īs a side note for anyone that might be asking why it's unnecessary for VX Ace and below to have a loading screen, while MV comes with one (albeit basic) out of the box is simple: RMMV is based around the web and being able to be run anywhere from laptops, desktops, mobile devices, and web browsers. This is inefficient because if you're loading an enormous file, the game will noticeably hang while it's loaded in. Another reason it isn't implemented in VX Ace and below is that loading resources is synchronous, meaning nothing else happens while the file is being loaded. While I'm sure that's part of it, there are actually plugins for MV to ease loading assets (I'm working on one myself, actually). The loading speed also depends on your RAM type (and possibly CPU speed), so if you got old ones, your loading times will be slower naturally. That could take a while to load, but I can't even imagine how big your images could be to really feel the loading times between map changes. Showing a fake loading screen is more annoying than not showing anything at all, in my opinion.īut Andar is right, a map load should not take long at all, parallax or not, shouldn't matter, unless you use over-sized maps with tons of layers and if the image files for these layers are huge (in Bytes). If a game would pre-load the assets needed for the next map / menus / etc between transitioning, it would be very easy to show a real progress bar for it if the pre-load method is written well. Since no RPG Maker games use pre-cache systems for some reason (or at least I haven't heard about any), no script was made for this, because it is pointless without such a system. The sole purpose of loading screens is to show the progress of loading the required files into your RAM. The reason for that is very simple actually.
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