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Cleaning up my parallel processes

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Cleaning up my parallel processes
  • Original author: blacksmithy
  • Original date: June 2, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/cleaning-up-my-parallel-processes.62889/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support

Summary

Hello! I'm making some parallel processes to track the player's progress through various puzzles in my game, and I feel like they could probably be cleaned up a smidge, because they're producing crazy lag in playtesting. (For the record, I only experience significant lag while in rooms with parallels, so Occam's Razor would suggest it's not anything else causing the problem.) I took a screenshot of a couple of my parallels: Just in case those don't work, I've copied the text from one of those parallel processes in the spoiler...

Archived First Post

Hello!


I'm making some parallel processes to track the player's progress through various puzzles in my game, and I feel like they could probably be cleaned up a smidge, because they're producing crazy lag in playtesting. (For the record, I only experience significant lag while in rooms with parallels, so Occam's Razor would suggest it's not anything else causing the problem.)


I took a screenshot of a couple of my parallels:


https://www.dropbox.com/s/m3sj9iry8qiwmde/Screenshot%202016-06-02%2018.33.02.png?dl=0


https://www.dropbox.com/s/z3e9xdxxr6pkjov/Screenshot%202016-06-02%2018.32.38.png?dl=0


Just in case those don't work, I've copied the text from one of those parallel processes in the spoiler below:

Loop


  If #0003 is ON


    If #0004 is ON


      If #0005 is ON


        If #0006 is ON


          Fadeout Screen


          Change Transparency: ON


          Control Switches: #0002 = OFF


          Control Self Switch C = OFF


          Control Self Switch D = ON


          Break Loop


        Else


        End


      Else


      End


    Else


    End


  Else


  End


Repeat Above

Is there any way I can simplify these to reduce lag? I'm open to running the checks in some other way if that's needed to cut it, because playtesting this room is actually impossible due to the lag, and I really need to make sure this puzzle works. I'm a poster child noob when it comes to programming these processes, so I'm sure I can tighten this up somehow.


Thanks in advance!


PS: Just FYI the puzzle involves talking to people and giving them things, so this process is checking whether you've given four specific people their things or not. It then ends the puzzle sequence and moves you forward in the scenario once you've given things to those four people.

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#039#0003#0004#0005#0006

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