02-02-2020, 06:17 PM 
(This post was last modified: 02-02-2020, 06:19 PM by DerVVulfman.)
	
	
	
		Slowdown is generally attributed to the number of events used.  In that, a decent anti-lag system works wonders.  Events are systematically refreshed over and over to make the graphics  animated even though they aren't visible.
But regarding the map's tilework, the non-event graphics, your TILEMAP class only reads an area of 17x22 tiles at a time (the 15x20 window with a bit of a 1 tile border for scrolling). They only refresh while visible.
The only additional general-system slowdown would be script-based when it loads the maps and compile them into one.
 Imagine how long it would take to 'walk' across a 1500x1500 map.
 Imagine how long it would take to 'walk' across a 1500x1500 map.
	
	
	
	
	
But regarding the map's tilework, the non-event graphics, your TILEMAP class only reads an area of 17x22 tiles at a time (the 15x20 window with a bit of a 1 tile border for scrolling). They only refresh while visible.
The only additional general-system slowdown would be script-based when it loads the maps and compile them into one.
 Imagine how long it would take to 'walk' across a 1500x1500 map.
 Imagine how long it would take to 'walk' across a 1500x1500 map.
	
 
 
 What's up, RMers?
 What's up, RMers?
 
 
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