
That would explain if the web-demo works fast but the test-play not for some users. since they are able to map the OpenGL calls to DirectX/Direct3D calls using ANGLE. So the same problem with OpenGL, if its not supported everything will be slow.Įxcept on some browsers like Firefox, Chrome, etc. It uses PIXI.js which is based HTML5 Canvas/WebGL.

MV uses NW.js for offline PC/Mac games and also for test-play. I am not sure which graphics system is used since QT supports multiple but it could be also related to OpenGL, so if the graphics card or driver doesn’t support OpenGL it could result in lagging. If I see it right, MV uses QT with QtQuick, so no native components. Of course, if the driver can still be updated and it was made before 2009, it could still work.

(Especially PCs/GPUs build before 2009, see below) However, if nothing works, I'm afraid that you might need to buy a new PC or parts especially if they're made before 2009. This topic is to help you all to fix your lag issues and as such, please read the following! In RPG Maker, you add interactivity through Events.OK everyone. These are lists of commands that are attached to an object on a map, coupled with a trigger of some sort, be it the player walking up to an NPC and pressing the action button, or the number of flatulent wombles the player is carrying in their bag being greater than 13.Įvents are essentially a simple form of programming, but don’t run away screaming - you don’t have to memorise lots of different commands, define functions or anything complicated like that.

All you need is an ability to think things through in a logical manner and an awareness of the options you have available to you. Last time, we created two simple maps: a hand-crafted town and a randomly generated dungeon. Let’s start by populating the town with a few NPCs.

Open up our project and make sure you’re switched to Event mode, not Map mode. You may remember a brief foray into this from last time, when we set the player’s start position. Let’s start by putting a guard by the entrance to the dungeon to warn the player that down the steps lies certain death, or possibly just a bunch of slimes. Scroll your map over to where we put our stairwell and double-click on a tile near the stairs.
