Preload Manager

● ARCHIVED · READ-ONLY
Started by Galenmereth 289 posts Page 1 of 15 View original ↗

  1. Introduction

    TDDP - PreloadManager lets you preload resources on both map load (in between map transfers) and/or upon starting the game to ensure resources such as pictures, music and sound effects are preloaded and guaranteed ready to go for player interaction.

    Before asking for help, please read the documentation page to see if it might already be covered there. That page will be updated over time and always be the most current documentation available for the plugin.

    Features

    • Preload all resources found on a map upon loading the map. Cache is used so reloading the same map will be near-instant
    • Preload specified resources on game boot using the advanced configuration options
    How to use

    Add the plugin to your game and check the documentation page for help. The Help section contains general information and a link the plugin's documentation page.

    Last updated

    2015-12-03 - 1.1.1

    Documentation

    Official documentation page and changelog

    Download

    GitHub
    1.5.0 compatible by Archeia and Yami

    Dependencies

    None

    FAQ

    No items yet

    Credit

    Tor Damian Design

    Terms of use

    Free for non-commercial and commercial use. See terms of use for the full terms.

    A big thank you to Degica for making this plugin free for commercial use for everyone!
  2. Github's link is down, can you fix it? Thank you :)
  3. My apologies, it was still set to private. Github link should work now :)
  4. New version: 1.0.1

    A new version of this plugin has now been released. The changes are:
     

    Bugfixes for Android publishing and general improvements. Local testplay check of file existence instead of extending audio objects to check for errors (not reliable for Html5Audio). Better load speed by keeping track of already requested images so an image isn’t checked against cache multiple times per map load. Better debugging print of map name and loaded resources.
    Be sure to check the documentation page for a full changelog and most up-to-date help files.
  5. I apologize for the double bump but this is pretty important:

    New version: 1.0.2

    A new version of this plugin has now been released. The changes are:
     

    Fixes Html5Audio problems in MV's defaults so that it actually loads the data and thus fires off events properly too.
    Be sure to check the documentation page for a full changelog and most up-to-date help files.
  6. When I have it in my game it loads forever.
  7. Did you download the latest version (1.0.2)? Please also check the debug console (F8) to see if there's any files it can't find :) They'll be in red letters if so.
  8. Yes nothing happens and nothing logs into the console.  I am running 1.0.2 version.
  9. Hmm, I'm not sure what might be going on then. What OS are you running, and have you got any other plugins activated?
  10. Galenmereth said:
    Hmm, I'm not sure what might be going on then. What OS are you running, and have you got any other plugins activated?
    Windows 10. I have most of  the plugins included within the Pre order thing, this was inlucded with it too but I did update it.
  11. Sorry in advance if this is a stupid question, but is there a way to load all the files from within a folder rather than manually typing every name? My game is going to have hundreds of pictures, and I don't want to have to type every single file name.
  12. wow I will have to try this out on mobile. I wonder if this will help performance at all. Though Map transferring I assume a lot I always wondered moving around the map performance caching would help at all. 
  13. @Tuomo L: I am not able to reproduce the problem here. Could you try using the plugin in a completely fresh project and then see if you still have that problem? I'm sorry I can't offer any direct help but there's a lot of variables involved, so I have to exclude the bigger issues first.

    @abreyer3: That is actually a good idea for a feature and I'm going to implement that :) But do also remember that all assets found on a map will be preloaded on map start by default, including pictures shown using Show Picture.

    @Kane Heart: It is possible, since streaming in larger resources as you go could potentially easily cause slowdowns on mobile devices where asset acquisition is often slower due to sandboxing. Let me know if you test it out :)
  14. Would it also be possible to add some kind of loading bar or text to show what is being loaded just to show that the game hasn't frozen or something :p
  15. Galenmereth said:
    @Tuomo L: I am not able to reproduce the problem here. Could you try using the plugin in a completely fresh project and then see if you still have that problem? I'm sorry I can't offer any direct help but there's a lot of variables involved, so I have to exclude the bigger issues first.
    It works on a totally fresh project but not the project with the other scripts that came in the DLC folder.
  16. Galenmereth said:
    @abreyer3: That is actually a good idea for a feature and I'm going to implement that :) But do also remember that all assets found on a map will be preloaded on map start by default, including pictures shown using Show Picture.
    Thanks for your help! Yeah, the show picture would be mainly used for in-battle events, so having that pre-load manager script will be very helpful. ;)
  17. I will have to look through this more later. I tried testing by 100% default but had sound missing issues but they had no extensions and I did not enabled any the options.

    GBr1FuJ.png
  18. @Kane Hart: It doesn't report the file extension because it checks if either .ogg or .m4a formats exist for the given sound file. The reason for this is that the preloader can't know (and shouldn't care about) what audio format your target platform requires, so it checks if either of those are there. If the sound file is in another format it assumes it doesn't exist because other formats are not officially supported. Is the Move sound effect there in either .ogg or .m4a format? :)

    @abreyer3: Hmm I actually haven't considered battles. I'll see about implementing support for preloading all battle assets too, in addition to the folder preloading I mentioned.

    @Tuomo L: It would help me a lot if you could send me a screenshot of the other plugins you have enabled, to narrow down what might be incompatible. Or is it every single one from the dlc folder?
  19. Galenmereth said:
    @Kane Hart: It doesn't report the file extension because it checks if either .ogg or .m4a formats exist for the given sound file. The reason for this is that the preloader can't know (and shouldn't care about) what audio format your target platform requires, so it checks if either of those are there. If the sound file is in another format it assumes it doesn't exist because other formats are not officially supported. Is the Move sound effect there in either .ogg or .m4a format? :)
    Derp I had a old Ace Import I guess and it was calling for the move file :) I was like but I swore Move does not exist only 1+ Does hehe.

    Thanks for the info also :)
  20. Just tried it on the phone.

    Seems to work for moving from map to map and not having as much of a slowdown. Sadly the way the tiles render in the game it's going to always be slow till it's changed but works nicer at least crossing maps :)