Author Topic: [RMXP] Testing Speed-up  (Read 3343 times)

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  • Dr Platplat
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[RMXP] Testing Speed-up
« on: July 23, 2014, 10:26:53 PM »
For those who haven't tried it yet, this is something that helps tremendously when testing one's own RMXP game by giving you control to speed up the game:

^Making a parallel-running common event similar to the above will make it possible to speed up the game at will. In that sample, the control keys are "Q" for normal speed and "W" for fast speed -- the normal frame of the game's 40, so the fast speed's 3x the normal (120); you can alter the number as appropriate.

Code: [Select]
Since there's a lot of repetitive testing before you release things (even to a tester group), this saves a lot of time to jump through cutscenes and longer walks. Just don't forget to take that common event out for release :P


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Re: [RMXP] Testing Speed-up
« Reply #1 on: July 24, 2014, 02:19:27 AM »
Thank you for sharing Reives.  :vikonsmile:
It's also work for RMVX. (The only different is that VX using 60 instead of 40)
Sometimes when I speed up the game from the normal one, It's suddenly like skipping some frame (Like He is now in coordinate X=5 suddenly speed up at coordinate X = 10 or so) and when I turn back to normal, It's sometimes stop for a while before they perform a normal speed (But no jump this time).

Is this also happen at RMXP ? :deepstuff:
« Last Edit: July 24, 2014, 02:28:52 AM by Roxaszu »


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Re: [RMXP] Testing Speed-up
« Reply #2 on: August 13, 2014, 03:04:14 PM »
For both RMXP and RMVX a framerate between 20 and 120 is supported. (Both inclusive)

This can be an excellent opportunity to use a nice little event command in RMXP.

When you triple the amount of frames that needs to be rendered per second the computer have only a third of the time to render each frame. I.e. you are way more likely to experience lag when the game is running at full speed.

For a more generic solution you can put in this code in a new section anywhere above main:
Code: [Select]
module Graphics
  class << self
    # * Aliases Graphics.update
    unless self.method_defined?(:zeriab_f12_pause_update)
      alias_method(:zeriab_speedup_update, :update)
    # Change the update method so F12 toggles pause
    def update(*args)
      if Input.trigger?(Input::L)
        Graphics.frame_rate = NORMAL_FRAMERATE
      elsif Input.trigger?(Input::R)
        Graphics.frame_rate = FAST_FRAMERATE

Yup, now you can activate the speedup in battles and menus as well. (Only tested in XP)

 - Zeriab