There's has always been a major downside to the compiler, it assumes every single resource in the editor, is needed for the project, it doesn't do any checks, and most people incorrectly make a claim, that there is no way for such a compiler to be created, that could determined what the project needs.
I say that's BS. They could've added a check box next to each resource or whatnot, and any resourse that Isn't chacked, gets left out when the game is being compiled.
I'm sure I'm not the only one who likes to store all their resources in the editor, just incase they need such, unfortunately as is in every RPG Maker including MV, we're forced to remove most of them, when we're ready to compile a game.
Now what I propose, is a way to fix this, since Java Script is being used(and people already have to edit compiled files, inorder to create program files that can be read by smart phones, It implies people can edit such). This is my idea, Someone make a tagging plugin, and any resource without said tag, will be ignored when the compiler, compiles the game.
A resource tagger, that tells the compiler, if not tagged, ignore.
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This is certainly doable, but it wouldn't be foolproof, and I'm not sure it would really save you anything.
In the time it takes you to tag a resource, you could have dragged it into or out of a folder. Plus, you have to keep track of everything every time you change something. I'm not going to say there is "absolutely no way" for the compiler to check if files or resources are used, but getting something like that working would be a chore of monumental scale (like seriously epic major game engine scale), so it would ultimately rely on your accuracy as a developer in tagging your own assets.
My advice to everybody working with MV (especially if your developing for mobile) is to start right now getting in the habit of writing down or marking somewhere every resource that you use in your project and where. Kind of like how lawyers and people who bill for their time have to pick up a pen and paper every time they pick up the phone to record how many minutes they were talking.
New platform, new paradigm, new habits. -
Alternatively, load a new project from a 'template' project that you have created where you have already removed all the default stuff. You then import what you need as you go along, and you will know for sure that what's in there is being used, and there are no extras.
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This works until you start changing your mind about things. Maybe you used a background music for a few scenes, and you change one - how do you easily remember if you still need it anywhere else? Ditto with graphics, and pretty much every resource. Taking out all the excess is certainly a sound way to start, but as the project grows, what actually stays being used isn't always so clear.Alternatively, load a new project from a 'template' project that you have created where you have already removed all the default stuff. You then import what you need as you go along, and you will know for sure that what's in there is being used, and there are no extras.
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Perhaps a better addon would be something that scanned all the JSON files, and created a report of external files actually used as well as not used in your project. So it doesn't automatically remove anything, but generates a recommendation list of what might be safely removed. Then it's up to the developer to remove it or not... Unless the JSON making up the game doesn't actually include resource filenames anywhere?
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Hello folks.
Last year I made a game with kids on VX Ace. It was my job. Now I ported over MV and changed some things. I would like to offer them an android version so they will be able to play on the tablet.
I request a resource checker like this one http://himeworks.com/2013/05/resource-checker/
This would help me to reduce the apk size. I also lost track of many things I used back then and something like that would help me a lot
Have a nice day. -
I approve of this suggestion.Perhaps a better addon would be something that scanned all the JSON files, and created a report of external files actually used as well as not used in your project. So it doesn't automatically remove anything, but generates a recommendation list of what might be safely removed. Then it's up to the developer to remove it or not... Unless the JSON making up the game doesn't actually include resource filenames anywhere?
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Hello,
I am currently working on a small command line tool written in NodeJs for this, which will just output a JSON with an array of all unused/unreferenced files. As soon as I've got something good to work I will post it here in the forums. -
Can't wait to hear from it. Keep us posted.Hello,
I am currently working on a small command line tool written in NodeJs for this, which will just output a JSON with an array of all unused/unreferenced files. As soon as I've got something good to work I will post it here in the forums.