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(1 edit)

it's way too laggy for my use. When i enable editor i am only getting like .2 to 1 fps in RMMZ and there is nothing on my map...  :(
32 gb ram, rtx 3070,  i5-8600K, win11

(1 edit)

Wut?That's super weird, press F2 when playtesting and see if WebGL is enabled

Edit:
Yeah no, that absolutely shouldn't be happening, something jank's going down and I intend to find out what xD

I tried using the plugin again, this time with a smaller map size and I'm still having the same issue. I tried setting different browsers as default, modified nvidia settings to performance, closing stuff in background... I'm at a loss. F2 only seems to show fps and ms in corner behind the plugin UI. I'm not sure how to modify MZ performance settings quite yet.

(1 edit)

That means theres probably some other kind of interference~ try disabling every other plugin while using the editor
EDIT:
Also, I notice you said different browsers, the editor part will only work on the RPG Maker playtest run, since it makes use of Node.js functionality

I have no other plugins installed. Yours is the first and only one that I've tried or purchased.  
Oh and the only reason i mentioned the browsers was because i googled the webgl thing with rpg maker and ppl were saying it uses chromium and could be turned off in the about:flags settings or turning off/on hw acceleration.
That doesn't seem to be the problem, tho.  I left it open for a little while and came back and it seems to be slightly faster. I figured i'd record a video to show you, it should be faster than this, right?  the video cut off just before the leaves showed up, there is a considerable delay with tile placement

Now I'm even more confused. There's zero reason it should be lagging. Lets try to Force-Update your nwjs ~ 

https://nwjs.io/

Or direct link (will likely be outdated soon though) https://dl.nwjs.io/v0.82.0/nwjs-sdk-v0.82.0-win-x64.zip

Download the SDK version, then go to Steam/steamapps/common/RPG Maker MZ/ and there should be a folder called "nwjs-win" Drag/drop the new files from the zip to this and then try (remember to make a backup just in case)

My guess is it has to do with the CSS styling I decided to go with, but even then, there's absolutely -no- reason it should be this laggy

that didn't seem to help either :/ 
could it possibly be the cpu?

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Not a chance, your system is more than capable. Lets try going outside the box a little~

Do you have Node.js and NPM installed? If not, install it here:
https://nodejs.org/dist/v20.10.0/node-v20.10.0-x64.msi

After that, you might need to restart~ When you do, open your games project folder and hold shift when you right click on an empty space in the folder, you should see something like "Open powershell here". Run that, then type "npm install -g electron", When that's done, close the powershell window and re-open it (so that it refreshes with the new electron command enabled), from there, create a file called "editor.js", place these contents in it:

const { app, BrowserWindow } = require('electron') const path = require('node:path')  const createWindow = () => {   // Create the browser window.   const mainWindow = new BrowserWindow({     width: 800,     height: 600,     webPreferences: {       preload: path.join(__dirname, 'preload.js')     }   })    // and load the index.html of the app.   mainWindow.loadFile('index.html')    // Open the DevTools.   // mainWindow.webContents.openDevTools() }  // This method will be called when Electron has finished // initialization and is ready to create browser windows. // Some APIs can only be used after this event occurs. app.whenReady().then(() => {   createWindow()    app.on('activate', () => {     // On macOS it's common to re-create a window in the app when the     // dock icon is clicked and there are no other windows open.     if (BrowserWindow.getAllWindows().length === 0) createWindow()   }) })  // Quit when all windows are closed, except on macOS. There, it's common // for applications and their menu bar to stay active until the user quits // explicitly with Cmd + Q. app.on('window-all-closed', () => {   if (process.platform !== 'darwin') app.quit() })

Finally, with all of that out of the way, in the powershell window type "electron ./editor.js" and --IF-- all went well, it should open the RPG Maker game again, but this time using electron which, while it does rely on chromium, might support something with your PC that Node Webkit (NWJS) doesnt

If that also doesn't work, we can try one more thing :

EDIT:

editor.js should be in the same place as index.html in your project folder


Lmk if this helps, gl!


EDIT 2:

I'm used to dealing with jank that makes zero sense, lol, so I'm not stressed at all in trying to help you figure out why the performance here is being crustier than a hookers underboob

Sorry I haven't gotten around to replying sooner.
I followed your instructions but got a syntax error when running the last step "electron ./editor.js"
Unexpected token const

I'm trying some of my own troubleshooting but beginning to get frustrated with RPG Maker. Not because of this issue, tbh,  but just in general. I spent almost a whole day trying to figure out an  unrelated bug involving collision and never got to the bottom of it. Ended up having to do a work around and wasn't able to find any relevant info for it to make any sense. I'm at the point of making the map in photoshop, downloading a collision plugin, and just parallaxing the entire map and using godot or something. 

i know i dont have much experience with game development and was wanting to rely on rpg maker to help my motivation with it without feeling too overwhelmed, but so far i am not at all impressed with rpg maker.  

Sorry, just venting frustrations at my experience. I feel like i've wasted too much money for nothing only to end up using a ton of other applications instead.

(1 edit)

VERY interesting, it means that for some mysterious reason it's not allowing you to use an updated javascript interpreter... hmm...

No worries, I'm very sorry you're experiencing such troubles over this. If you're willing to keep going, I'd love to work with you to solve it~ game dev can be a headache, but generally it never involves this level of debugging. But hey =D once we solve it, you'll be able to solve this issue for other developers who might run into the rare problem as well!

Replace the js code I sent with this, for 'editor.js'

const { app, BrowserWindow } = require('electron');
function createWindow() {
  mainWindow = new BrowserWindow({
    width: 816,
    height: 624,
    frame: true,
    webSecurity: false,
    webPreferences: {
      nodeIntegration: true,
      contextIsolation: false,
      webSecurity: false,
    },
  });
  mainWindow.loadFile(require('path').resolve('./', 'index.html'));
  mainWindow.webContents.openDevTools();
}
app.whenReady().then(createWindow);
app.on('window-all-closed', () => {
  if (process.platform !== 'darwin') {
    app.quit();
  }
});
app.on('activate', () => {
  if (BrowserWindow.getAllWindows().length === 0) {
    createWindow();
  }
});

then run electron ./editor.js from the powershell~ remember to hold left shift, right click an empty space in your RPG Maker's project directory first and select "Open powershell here"

EDIT:

Also, I really don't mind, feel free to vent lol, don't hold back I 100% get it. sometimes I wanna scream and rip my hair out (whenever it grows back from the previous ripout!)

Yeah it seems RPG Maker isn't treating you well at all... I'm so sorry it's doing that to you. VERY strange also for electron to not allow you to use modern JS... something unknown is going on from a deeper level, I'm willing to work with you to try and get it figured out but maybe we should Discord from here, as we might need to do some *cracks knuckles* anti-jank special methods I've developed from dealing with my own "this makes no f*ing sense" problems xD
Though imo, you might be better using Godot