I didn't think much of this plugin at first but it actually fixed an issue with my game where the player couldn't move if they tried moving before everything in the map was loaded.
That is fantastic news o_o; this plugin was not intended to fix bugs haha, but this is definitely a plus. It was simply created to allow OTF( on the fly ) assets, to be preloaded instead, that way there are no stutters, it also pauses a scene immediately after a scene change, and will wait until the FPS stabilizes, because in MV, when a new scene is loaded, the scene will become active, when the frames are still unstable, which causes some severe stuttering upon exiting menu, back to map, or changing maps. This slightly increases the loading time, in order to prevent these stutters ^^
It was an issue on initial game load on the first map. If the player tried to move too early, before everything was loaded, the directional inputs stopped working, so the map still loaded but the player could no longer move (although other button inputs still worked).
You made some compatibility fixes for Altimit Pixel Movement and Yanfly Region Restrictions which I found in a abandoned demo game Naima's Melody. Since I'm using Altimit, I would like permission to try those fixes out in my project. If not, Restart had also made a compatibility fix for the two plugins that I would use instead but I would to see if maybe yours is better.
I cannot give access to a customized plugin as iirc, it was more than likely commissioned but I can ask the person who commissioned the changes if you may use them. ^^; I'll get back to you on the results ^^
Ok, thanks for getting back to me so quickly. I thought you were part of the project and didn't realize it was a commission as there was nothing in the file that indicated that it was commissioned.
Hi there. I'm making an html5 project and the game gets stuck in the loading screen after a name for a character is entered or when it switches to a new map.
My brother I am desperately searching for a plugin like yours but your v-7.1.0 doesn't work (first of all the plugin manager doesn't allow the filename but after you delete the last part it accepts it).
When I start the game it says :
TypeError: Cannot set property 'key' of undefined at Function.AudioManager.loadStaticSe (Chau_SceneStabilizer.js:1562) at Function.SoundManager.loadSystemSound (rpg_managers.js:1534) at Function.SoundManager.preloadImportantSounds (rpg_managers.js:1526) at Scene_Boot.start (QPlus.js:869) at Function.SceneManager.updateScene (Chau_SceneStabilizer.js:1514) at Function.SceneManager.updateScene (GraphicalDesignMode.js:1305) at Function.SceneManager.updateMain (rpg_managers.js:1983) at Function.SceneManager.update (rpg_managers.js:1907)
If you need more Info gimme an update pls. I wanna make a game that goes 50% for charity and it lags like hell.
I apologize for that, try to rename the file, just name it to Scene_Stabilizer.js, it's an issue I didn't take into account when naming the file, I'll fix this soon. :) as for the error you're recieving, I'll look into this asap, and let you know if i need more info or not. I'll have a new version uploaded within a day or two.
Doing this seems a bit counterproductive, Version 7.0.0+ has automatic preload , it's completely plug and play, there's no need to specify files anymore. This means, that as you playtest your game, any audio files, or image files, that are loaded mid scene/map, are automatically flagged for preload without you having to specify them. The next time you enter that scene/map those files will be loaded into memory before the scene ever starts.
This section that you're in is only to load files that should stay in memory at all times, I.E. a file that's used in almost every scene, and or is called frequently, that way time isn't wasted unloading, and reloading the same file between scene transfers.
Imo though, this feature shouldn't be used for entire folders, as that would mean that the entire contents of the folder will always be retained in memory and will never clear itself.
Also folders can't be specified here, only singular files, as it's not intended to be used for large amounts of content for the above mentioned reasons.
Awesome thanks for clearing that up for me. Now I have a better understanding and will only put the files that are most important. Thank you for making an awesome plugin, your the best!
★ Added delta time check to ensure fps is stable before beginning scene. ★ Fallback to WebStorage if a cache is not built before deployment. ★ Reset the accumulator for SceneManager on scene start. ✩ autoClear now only clears assets loaded for the corresponding scene.
Added Version 7.0.1, this version has only been tested on rpg maker mv 1.6.0+ and most likely will not work on 1.5.X and below.
● Version : 7.0.0 ● Date : 01/21/2020
★ Refactored entire plugin. ★ Auto preload functionality added. ✩ Dropped support for preloading videos( temporarily ). ✩ Dropped support for preloading via note tags( it's no unnecessary ). ✩ Dropped support cacheLimit alteration( for now ).
← Return to Scene Stabilizer
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I am glad it helped your project ^^
I didn't think much of this plugin at first but it actually fixed an issue with my game where the player couldn't move if they tried moving before everything in the map was loaded.
That is fantastic news o_o; this plugin was not intended to fix bugs haha, but this is definitely a plus. It was simply created to allow OTF( on the fly ) assets, to be preloaded instead, that way there are no stutters, it also pauses a scene immediately after a scene change, and will wait until the FPS stabilizes, because in MV, when a new scene is loaded, the scene will become active, when the frames are still unstable, which causes some severe stuttering upon exiting menu, back to map, or changing maps. This slightly increases the loading time, in order to prevent these stutters ^^
It was an issue on initial game load on the first map. If the player tried to move too early, before everything was loaded, the directional inputs stopped working, so the map still loaded but the player could no longer move (although other button inputs still worked).
Well I am glad my plugin helped you resolve the issue :D The fact that this plugin is still useful is nice to know ^^; lol
Hi Chaucer,
You made some compatibility fixes for Altimit Pixel Movement and Yanfly Region Restrictions which I found in a abandoned demo game Naima's Melody. Since I'm using Altimit, I would like permission to try those fixes out in my project. If not, Restart had also made a compatibility fix for the two plugins that I would use instead but I would to see if maybe yours is better.
I cannot give access to a customized plugin as iirc, it was more than likely commissioned but I can ask the person who commissioned the changes if you may use them. ^^; I'll get back to you on the results ^^
Ok, thanks for getting back to me so quickly. I thought you were part of the project and didn't realize it was a commission as there was nothing in the file that indicated that it was commissioned.
I have asked the person who originally commissioned the patch for said plugin and they're response was as follows.
"You can tell them they can use it. I don’t use rpg maker anymore these days, and I don’t mind sharing something useful"
SO you have their okay to use it in your project! :)
Wow, I didn't expect that since it was a special commission but that's very kind of them. Thanks to both of you!
Hi, can you help me with this error please?
rpg_managers.js:1949 TypeError: Cannot read property 'width' of undefined
at Bitmap._createBaseTexture (rpg_core.js:777)
at Bitmap.get (rpg_core.js:817)
at Scene_Map.Scene_Base.removeImageAsset (Chau_SceneStabilizer.js:676)
at Scene_Map.Scene_Base.removeAsset (Chau_SceneStabilizer.js:658)
at Scene_Map.Scene_Base.removeAssets (Chau_SceneStabilizer.js:644)
at Scene_Map.Scene_Base.detachReservation (Chau_SceneStabilizer.js:1621)
at Function.SceneManager.changeScene (rpg_managers.js:1999)
at Function.SceneManager.updateMain (rpg_managers.js:1982)
at Function.SceneManager.updateMain (SRD_SuperToolsEngine.js:413)
at Function.SceneManager.update (rpg_managers.js:1907)
Me too. Excellent work with this plugin, Chau!
I solved it. Just place Chau's puglin at the bottom of the plugin list and that's it.
Hi there. I'm making an html5 project and the game gets stuck in the loading screen after a name for a character is entered or when it switches to a new map.
Could use some help here. Cheers.
Updated the plugin!
● Version : 7.2.0
● Date : 05/26/2020
✩ Fixed help file!
✩ Fixed "Cannot set property 'key' of undefined" error.
✩ Fix error loading item animations( thanks ScSWinter for finding this !).
★ Removed autoClear, it's now always enabled.
★ "Manually Preloaded Files" was renamed to "Persistent Assets".
★ Removed preload scene to prevent confusion( it's wasn't really needed ).
My brother I am desperately searching for a plugin like yours but your v-7.1.0 doesn't work (first of all the plugin manager doesn't allow the filename but after you delete the last part it accepts it).
When I start the game it says :
TypeError: Cannot set property 'key' of undefined
at Function.AudioManager.loadStaticSe (Chau_SceneStabilizer.js:1562)
at Function.SoundManager.loadSystemSound (rpg_managers.js:1534)
at Function.SoundManager.preloadImportantSounds (rpg_managers.js:1526)
at Scene_Boot.start (QPlus.js:869)
at Function.SceneManager.updateScene (Chau_SceneStabilizer.js:1514)
at Function.SceneManager.updateScene (GraphicalDesignMode.js:1305)
at Function.SceneManager.updateMain (rpg_managers.js:1983)
at Function.SceneManager.update (rpg_managers.js:1907)
If you need more Info gimme an update pls.
I wanna make a game that goes 50% for charity and it lags like hell.
I apologize for that, try to rename the file, just name it to Scene_Stabilizer.js, it's an issue I didn't take into account when naming the file, I'll fix this soon. :) as for the error you're recieving, I'll look into this asap, and let you know if i need more info or not. I'll have a new version uploaded within a day or two.
Even your respond gives me hope.
I hope it'll work. Don't stress yourself pls.
Will the plugin work like this so it loads all files in these folders, or do you have to do each file?
Doing this seems a bit counterproductive, Version 7.0.0+ has automatic preload , it's completely plug and play, there's no need to specify files anymore. This means, that as you playtest your game, any audio files, or image files, that are loaded mid scene/map, are automatically flagged for preload without you having to specify them. The next time you enter that scene/map those files will be loaded into memory before the scene ever starts.
This section that you're in is only to load files that should stay in memory at all times, I.E. a file that's used in almost every scene, and or is called frequently, that way time isn't wasted unloading, and reloading the same file between scene transfers.
Imo though, this feature shouldn't be used for entire folders, as that would mean that the entire contents of the folder will always be retained in memory and will never clear itself.
Also folders can't be specified here, only singular files, as it's not intended to be used for large amounts of content for the above mentioned reasons.
Awesome thanks for clearing that up for me. Now I have a better understanding and will only put the files that are most important. Thank you for making an awesome plugin, your the best!
Updated the plugin( Version 7.1.0 ).
● Version : 7.1.0
● Date : 02/04/2020
★ Added delta time check to ensure fps is stable before beginning scene.
★ Fallback to WebStorage if a cache is not built before deployment.
★ Reset the accumulator for SceneManager on scene start.
✩ autoClear now only clears assets loaded for the corresponding scene.
Added Version 7.0.1, this version has only been tested on rpg maker mv 1.6.0+ and most likely will not work on 1.5.X and below.
● Version : 7.0.0
● Date : 01/21/2020
★ Refactored entire plugin.
★ Auto preload functionality added.
✩ Dropped support for preloading videos( temporarily ).
✩ Dropped support for preloading via note tags( it's no unnecessary ).
✩ Dropped support cacheLimit alteration( for now ).
● Version : 7.0.1
● Date : 01/25/2020
✩ Fixed Error in loading non existant cache file.