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Original Source
- Original title: Performance+Graphical Issues With Neon Black's Large Sprite Display
- Original author: redraindrop
- Original date: April 9, 2022
- Source thread: https://forums.rpgmakerweb.com/threads/performance-graphical-issues-with-neon-blacks-large-sprite-display.146596/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
I'm having a major amount of performance issues with Neon Black's script; (I'm not sure why, but sometimes it REALLY lags out the game player, mainly when it has to account for player followers passing through the star tiles.) Secondly... it causes THIS to happen when walking back over party members within these star tiles. Spoiler: Sprite Clipping {
Archived First Post
I'm having a major amount of performance issues with Neon Black's script; (I'm not sure why, but sometimes it REALLY lags out the game player, mainly when it has to account for player followers passing through the star tiles.)
Secondly... it causes THIS to happen when walking back over party members within these star tiles.
When walking up or down below these tiles, the top of a character's sprite also gets cut off for a split second.
I tested the script on a new file, meaning that it's none of my other scripts interacting with it. I also checked the terrain tags, passability, etc to see if that was causing the issue, nope.
At one point, the script wasn't having this graphical problem, but once I restarted the new file, it began to have this same glitch again. I did add a line of code into Neon Black's script which allowed for player followers to also be affected by the large sprite fix, if that's of any help. (Lines 69-79).
Thank you for any advice!
Link to the script: Neon Black Large Sprite Display
Demo: Neon Black Passability Demo
Secondly... it causes THIS to happen when walking back over party members within these star tiles.
I tested the script on a new file, meaning that it's none of my other scripts interacting with it. I also checked the terrain tags, passability, etc to see if that was causing the issue, nope.
At one point, the script wasn't having this graphical problem, but once I restarted the new file, it began to have this same glitch again. I did add a line of code into Neon Black's script which allowed for player followers to also be affected by the large sprite fix, if that's of any help. (Lines 69-79).
Ruby:
def sprite_is_onscreen?
return false if @character.is_a?(Game_Vehicle)
return false unless @character.is_a?(Game_Player) || @character.is_a?(Game_Follower) || @character.large_sprite
return false if @character.screen_z >= 200
top_left, bot_right = get_edge_corner_dis
return false if top_left[0] > Graphics.width
return false if top_left[1] > Graphics.height
return false if bot_right[0] < 0
return false if bot_right[1] < 0
return true
end
Thank you for any advice!
Link to the script: Neon Black Large Sprite Display
Demo: Neon Black Passability Demo
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