Preload Manager

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Started by Galenmereth 289 posts Page 13 of 15 View original ↗
  1. Allan Bays said:
    Nothing like that it is doing it on every map with whichever file that particular map happens to try to load first. When I turn off the plugin the game runs fine. I've tried moving it up on the list but no luck there either.

    On steam, the 1.6 update was recently reverted. You need to use an older version of this plugin if so. It's back to 1.5.2 right now.
  2. Rozel said:
    On steam, the 1.6 update was recently reverted. You need to use an older version of this plugin if so. It's back to 1.5.2 right now.

    Thank you! I just needed the older version it's working fine again.
  3. Is there any fix for 1.6.1 ? Or I should definitely revert to 1.5.2 ?
  4. belatucadrus said:
    Is there any fix for 1.6.1 ? Or I should definitely revert to 1.5.2 ?
    You need to revert back since Galenmereth haven't updated this plugin for it to work on 1.6.1. Pretty sad coz I can't use the new plugins for 1.6.1 but preloader manager is more important in my game lol.
  5. Demonbane said:
    You need to revert back since Galenmereth haven't updated this plugin for it to work on 1.6.1. Pretty sad coz I can't use the new plugins for 1.6.1 but preloader manager is more important in my game lol.
    Is there really no other option?
  6. jakr8911 said:
    Is there really no other option?
    unless someone makes a new preload manager for 1.6 or update the existing ones then yes.
  7. Somebody please make a new version, I have a lot of plugins in 1.6.1 I can't just revert back now.
  8. @jakr8911 You really shouldn't even need a preload manager but if you absolutely need one then I remember seeing a paid preload plugin on itch.io that works with 1.6.1.
  9. jakr8911 said:
    Somebody please make a new version, I have a lot of plugins in 1.6.1 I can't just revert back now.
    You can try using the DKTools plugin which has a preload function and works with version 1.6+
  10. DK said:
    You can try using the DKTools plugin which has a preload function and works with version 1.6+
    I love you
  11. I'm now working on updating this plugin to the latest version of MV, but considering a lot has changed, I'll be doing a full rewrite of many parts of it. I don't know how much time it'll take, but I thought I'd let you know that I'm working on it again.

    I know there are alternatives out there now, which is good! I'll still be rewriting this for my own use, as I'll also be integrating it with another upcoming plugin for showing custom loading scenes, with customisable loading indicators, bars, etc :)
  12. Excited to see what you come up with for this once it's done being updated!
  13. Nice, take your time no pressure
  14. Some sneak peeks:

    New plugin settings:
    Due to the new structure possible in MV 1.5.0 and upwards, the settings can be a lot more user friendly now.

    K0C28zW.png

    Cache fetch speed:
    I'm now storing and encoding the cached data in "arraybuffers" for audio and byte64 encoded data for images, resulting in blazing fast RAM load speeds. Compare the first row (disk cache) load speed of 22ms with the bottom row (RAM cache) load speed of 1ms.

    GpKfJaS.png

    A difference of 21ms might seem insignificant, but that's almost 1.5 frames at 60 fps, so it quickly adds up when you swap into maps and can fetch from memory cache like this. This cache is separate from MV's internal bitmap cache.

    I've also found ways to integrate the cache system with MV's core that is far less intrusive, which should make the plugin more compatible with other plugins than before.

    Still some work remaining, but good progress has been made so far :uhappy:
  15. Keep up the good work, I'm sure it's gonna be amazing when you finished it. Massive help for game makers
  16. Please support more mobile devices in the future
  17. TenTranVN said:
    Please support more mobile devices in the future

    I’ll do my best, but mobile device deployment can sometimes be really hard to debug if I don’t have the device and OS version on hand myself.

    Still, with help from other people’s testing I hope we can solve any issues we encounter.
  18. The previous version was by far the best preloader, I hope the new version will be even better! :D Keep up the good work!
  19. Another progress update. It's going very well now, and I'm very happy with where the code is at the moment.

    But that's boring, so here are some new features:

    Deployment profiles
    Different platforms might need different settings tweaked for them, but manually changing these each time before deploying your game is not only tedious, it's error prone as well. To solve that I implemented deployment profiles. Take a look:

    7lxnogW.png

    Deployment profiles currently allow you to tweak concurrent downloads, as well as image and audio cache sizes per platform, if you so wish. For any environment not specifically defined by you, the "Default" profile will be picked.

    There's a list of built-in profiles: Desktop, Mobile Safari (iOS), Android Chrome, and generic Mobile Device detection. Should these not be specific enough, you can create custom profiles that evaluate a script:

    0Jyqprr.png

    I will provide some helpful shorthand methods to fetch things like url parameters and other useful tidbits easily, but you can of course write any script you want here. This should cover common and advanced deployment profile needs.

    As I progress, I may add more options to the environment specific configurations.


    Common Event preloading - Parallel Process and Autorun
    Common Events specified in Events on a map will of course be preloaded, but you may also specify that you want to preload Common Events in general -- parallel processing, or all of them -- on map load:

    713giDS.png


    Battle data
    You may choose to preload battle data -- whether only Encounters configured on the map itself, or also Battle Process events:

    Mmu02y5.png

    Battle data preloading preloads not only the battlers and music involved, but also the event pages inside the Troop configurations.

    You may notice tin the above image that it mentions "direct designation events only); this is because variable designation and random encounter are unpredictable at map start, so it makes no sense to preload these within the context of events, as their value is impossible to determine.

    Battle Scenes will of course trigger their own preloading for unique assets when they start; this feature is simply to frontload most of that waiting time to the map load if you want to, so that the majority of encounters load much faster for the player.


    Recursive preloading
    Preloading things like events is recursive. Say an event calls a Common Event that calls another Common Event that calls a Battle Process. They'll all get resolved and preloaded.

    Oh and in the case your Common Event calls itself -- a very bad idea -- the plugin knows which Common Events it's handled during its preloading process and won't cause an infinite loop to occur ;)


    Avoids unnecessary map parsing
    Maps that have had their assets already preloaded will completely skip parsing by the preloader when revisited. Due to a smarter cache solution, the plugin detects if its cache has remained untouched by memory restraints since last time the player visited that map.

    While parsing a map for assets to preload is generally very fast, the more events and event pages exist on a map, the longer it'll take to figure out which assets need preloading on that map. But if nothing's been removed from the cache since last time this map was visited, the plugin skips that workload entirely.


    Thank you for your encouragement everybody!
  20. Does using pre-parallel and auto run / common event function affect games? Do you recommend that I use them?