RPG Maker MV 1.3.3 Update

● ARCHIVED · READ-ONLY
Started by Archeia 266 posts Page 7 of 14 View original ↗
  1. mrdankles said:
    FPS SYNC will fix these issues. It runs double slow on my iPhone 6S, deploy with that plug in, turn ur on and boom. Way better FPS and play. DO NOT disable FPS sync after you turn it on, it will cause the game to lock up. 



    Yeah, I've tried a few different means of doing this but the iPad doesn't seem to get any more FPS out of it. I found a plugin that doubles the speed of the player movement, but this also results in moving any images on screen looking terrible.


    I think the iPads 2 and 3 just won't be able to do this, and I don't have a more powerful iPad to test with than those. :(
  2. Dad3353 said:
    @bbr...


    All of my memory leak issues were fixed with 1.3.1. I.3.2 and 1.3.3 have fixed other issues, too, such as the scroll text and Character Generator issues. I'm not aware of any remaining memory leak issues.



    The one with Bitmap.snap stays :(
  3. Cannot find the plugins with Steam. I tried making a new project. No new plugins.
  4. Crysillion said:
    Cannot find the plugins with Steam. I tried making a new project. No new plugins.



    Go to the next folder direction:

    Code:
    C:\Program Files (x86)\Steam\steamapps\common\RPG Maker MV\dlc\KadokawaPlugins

    There are the new plugin updates along with other plugins.
  5. Somehow Avira decided that the file was infected. I know it isn't, so I encourage you guys to add RPG Maker MV (or even better, Steam's folder) to the exceptions so that Avira calms down.
  6. Since the upgrade, this display happened. Is there a way to make it large again?

    Untitled.png
  7. Does it happen without plugins?
  8. With the plugins, it was full til the update came in.
  9. CrimsonNightfox said:
    Since the upgrade, this display happened. Is there a way to make it large again?


    View attachment 50381


    Shaz said:
    Does it happen without plugins?



    This problem happen only if you work with the actual version of YEP Core Engine, and happen with the fullscren mode too. If you disable the COre Engine, the game runs fine. I already reported this bug to @Yanfly in his topic:





    Along with this new topic in the RPG Maker MV Support forums, and speaking about other issue related to the WindowLayer displlay in resolutions bigger than 816x624. See this post:
  10. I just hope the problem can be fixed.
  11. @CrimsonNightfox probably - but that would be yanfly's responsibility. You can't expect the developers to solve problems that happen due to incompatibility of plugins to changes and bugfixes that were neccessary for the default engine
  12. ^ Keep in mind your link is 5 years and 9 months old.
  13. CrimsonNightfox said:
    Since the upgrade, this display happened. Is there a way to make it large again?


    View attachment 50381


    Shaz said:
    Does it happen without plugins?


    Andar said:
    @CrimsonNightfox probably - but that would be yanfly's responsibility. You can't expect the developers to solve problems that happen due to incompatibility of plugins to changes and bugfixes that were neccessary for the default engine



    The problem here is due to the new changes made to the Pixi engine. @Archeia needs to see this, too.


    The way my screen resolution plugin works is, it takes the difference of the screen sizes and extends the window of the game to whatever size you declared in the plugin itself. However, JavaScript will not allow windows to extend past a size that based on your desktop resolution AFTER subtracting the Start Menu bar's height and AFTER subtracting the heights of the window title and borders themselves.


    If you wish to try it out yourself:


    var NewWidth = 1680;
    var NewHeight = 1050;

    _oldFunction_ = SceneManager.run;
    SceneManager.run = function(sceneClass) {
    _oldFunction_.call(this); // Load up everything from the origin SceneManager.run
    this.updateResolution(); // Runs the function below. v
    }

    SceneManager.updateResolution = function() {
    var resizeWidth = NewWidth - window.innerWidth; // Get the difference between the target width and the width of the actual game contents.
    var resizeHeight = NewHeight - window.innerHeight; // Get the difference between the target height and the height of the actual game contents.
    window.resizeBy(resizeWidth, resizeHeight); // Increase the size of the window by the differences for the width and height.
    }




    As you can see, no funny coding business. Everything is logical.


    Using Oscar92player's screenshot: 

    Spoiler
    Sin_t_tulo_1.png



    This means, if you are running a 1280x720 resolution game, on a desktop with resolution of 1366x768, with a 40 pixel tall, a window title height of 30 pixels tall, then extra border padding of 2 pixels wide minimum (accounting for both sides with the default theme), the player has actually roughly 72 pixels left of space meaning you'll have only 696 pixels of room to display your game. Looking at your screenshot, the height of the image is 691 pixels tall, which means the calculations are in the ballpark area given the theme Oscar is probably running for Windows.


    That said, this is something that should have been accounted for by main MV engine itself. I frankly believe this is due to the changes made to the Pixi engine and Canvas not adjusting to the window sizes properly because the main Nwjs window is always defaulted to 816 x 624.


    My main suggestion? About how to fix this problem once and for all?


    Can the developers PLEASE implement INHERENT options found within the EDITOR to alter the screen resolution. This is year 2016. The majority of the world isn't running 4:3 ratio screen resolutions anymore, and instead, are making games that fit wide-screen, mobile devices, etc. If RPG Maker MV is to be made to accomodate for desktop AND mobile, then why isn't there an option to do such a thing in the editor? It's only the sensible thing to do. Resolution control is an absolutely vital feature for development for games made in the year 2016 and onward.


    What is NOT sensible is to rely on plugins to do these kinds of things. Plugins like mine shouldn't have to exist to add in completely basic features that ought to be available in the first place.
  14. @Yanfly as I like your idea,  


    How would it's actually work? 


    does it's predefined number or the user would the user would be able to input a specific numbers?


    because  if they do accept to implement this idea this would be EVEN more backward if they restrict it to specific number  :/


    (I don't say that the Degica devs WOULD do that....but we never knows o3o...)
  15. Archeia said:
    RPG Maker Updates don't affect your projects. It has to be added manually by you. The first post tells you the details.


    This includes the rtp.

    h I think I understood the exact opposite.  I got a copy of the existing generator and BGM and waited it install then try to place my copies back!
  16. The generator isn't a part of your project.  What you create with the generator becomes a part if you save it in the project's folders.


    Without going back to the original comment that Archeia was replying to, I'd say what she's explaining is that when you download/install the update, that will affect the editor (including the character generator) and any NEW projects you create.  It does not affect any projects you had already created in previous versions.  To upgrade them to the latest version, you have to replace the script files in those projects with the updated ones either from a new project or from the newdata folder.
  17. KaYsEr said:
    ^ Keep in mind your link is 5 years and 9 months old.



    I mean most modern day links that talk about it still recommend or suggest POT

    http://stackoverflow.com/questions/37502697/power-of-two-textures-performance-benefits-with-modern-webgl

    https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL

    Almost every other source I've found has stated it 1) doesn't really matter... or 2) that POT is recommended

     
  18. So I've had a bit of luck with Yanfly's FPS sync plugin, since I'm bypassing the main menu: I get around 40-45 FPS on an iPad3, which is great for moving graphics on screen.


    However, the oddity left over from that is that the players still move around the map at a reduced speed because the speed of player movement seems to be tied into the framerate.


    I found this plugin that sort of fixes it, but it causes player movement to pause every 2-3 second or so.


    I'll be the first to admit that I'm not technically inclined enough to be delving into things like this, but I was considering editing the values of this plugin to shoot for 45 FPS and see what happens...

    View attachment 30fps.js
  19. Anisoft said:
    Almost every other source I've found has stated it 1) doesn't really matter... or 2) that POT is recommended



    Might be a good habit to get close to a POT (for some situations when possible) in order to exploit the "waste of memory" once in RAM, but keep in mind nothing in MV can really be a POT since the tile-size is 48 by default. 16 or 32 are POT... 48 is not, the next POT is 64.


    Maybe those people advocating POT are talking from a 3D-texturing point of view (in a real time situation of course, because in CGI trust me we don't bother with optimization that much haha), no time to read those links tonight I'm afraid, but I think you can relax about that, it's not an issue for RM imo.