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    Usage Rate

    What exactly is this? Is this the amount of memory used? I mean Im barely past the very beginning of my game and its at like 8%, and if it is will deleting other saved games lower the usage rate?

    Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

    #2
    Re: Usage Rate

    The usage rate is the percentage you've used of the approximately 2160 kb (or is it 2610)of memory allowed. I forget. Check your memory card, and you'll see what I mean.

    Deleting other games from your memory card won't change the usage rate for the game you're currently making. Fields, towns, houses, people all take up different percentages of memory depending on how many events and modes and decorative items etc. you have.
    Last edited by Pagerron; 11-05-2006, 11:27 PM.
    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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      #3
      Re: Usage Rate

      So what, in order, that you think takes up the most memory

      1.Monsters
      2.Characters
      3.Events
      4.Basic 15-20 line Storyteller
      5.Dungeon
      6.Town
      7.Field
      8.Item
      These things would be maxed at 1 quantity

      Im assuming it would be MOST->7,5,6,4,3,1,2,8<-LEAST....would i be nearly right?

      Im not looking for 100% answers just something you experienced gamers have come across when making games
      Last edited by JPS; 11-06-2006, 03:34 PM.

      Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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        #4
        Re: Usage Rate

        im still at the beginning and im at 16%, is that bad?

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          #5
          Re: Usage Rate

          Crazyboy
          The usage rate is not in any way an indication of morality. As Pagerron explained, it only tells how much memory you've used of the 2610 allocated per a save file.


          Also, would you mind capitalizing your I's?
          My kind of life’s no better off
          If I’ve got the map or if I’m lost.

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            #6
            Re: Usage Rate

            Actually thinking twice, my usage rate is probably so high right at the beginning because of the field and the 60 items i have right now, so I think Im alright, Im sure that field takes a very high level of memory so....yeah....Ill just keep an eye on it, Ive done quite a bit of stuff and it only rose by .3% so I think I'll be ok

            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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              #7
              Re: Usage Rate

              One field uses up about 3% of memory, I believe.
              .

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                #8
                Re: Usage Rate

                I think the complexity of the field also determines the usage %. For instance, if you have lots of hills and valleys you might see more memory taken up.

                I think characters, classes, monsters, and monster parties each take up about 1%. Storytellers can be either small or huge depending on their length and features.

                I think I figured out a way to recycle characters to a (less than previously) limited extent. I may post it if it works for me without being overly ugly (it may involve lots of screen flashes).

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                  #9
                  Re: Usage Rate

                  Originally posted by tjoris9 View Post
                  I think I figured out a way to recycle characters to a (less than previously) limited extent. I may post it if it works for me without being overly ugly (it may involve lots of screen flashes).
                  Post it anyway. It sounds interesting.
                  .

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                    #10
                    Re: Usage Rate

                    God damnit. Forget the double post.
                    Last edited by DYRE; 11-06-2006, 05:36 PM.
                    .

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                      #11
                      Re: Usage Rate

                      If you hit 'select' while in edit mode, you can see your useage rate 'live'. Then, you can add something (you don't have to save) and immediately check your 'live' usage rate. You can find out exactly how much of the overall data % each thing takes up.

                      Maps each take up a lot of DU, but events with lots of message boxes, or very long storytellers are the biggest eaters of the data limit. One thing here...your data usage is the same after entering 4 characters into a message box as it is if you put in 386 (the limit)...adding a message box takes up a set amount of your DU. Therefore, you can sometimes save data by conjoining message boxes together into one.

                      I'm working on a list of everything you can add in RM3, and how much each takes up of your overall data...I'll probably post is here soon!
                      Last edited by Ωbright; 11-06-2006, 05:39 PM.

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                        #12
                        Re: Usage Rate

                        I've found that event data increases semi-exponentially. This means that to go from mode 1 to modes 2 takes less memory than to go from mode 18 to mode 19 (for example). If you have a lot of modes for each event (or character), this eats up a good amount of memory, especially if you have a lot of branching paths within those modes (ie-Val Cond branches, decision branches, etc). This is what I've discovered through completing 2 games and working on three others.

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                          #13
                          Re: Usage Rate

                          Basically, you make a town called "Town" or another generic town type name and put in it whatever types of buildings you are interested in using more than once for generic houses, and name them all "Residence", or another generic name (You will want to give them all unique names until you've finished making the game, though). You only need one of each building type, and don't have to populate and decorate "Town", because the player will only see it for a brief moment. Populate each "Residence" with one or two generic character types and decorate however you see fit, preferably with standard events, because you can make them appear and dissappear.

                          Every house other than the houses in "Town" will have an auto-event which changes the mode and name of the character and mode and display setting of events inside the destination building to the appropriate selection and warps the party to the desired building entrance. When the player leaves, an auto-event in "Town" warps the player to where they would be if they went directly from the building interior to the building exterior.

                          Ideally, it's a good trick for creating generic villagers and other minor characters, and each one will have a unique name and say something different. It does mean that there's two load times every time the party enters or leaves a house, though.

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                            #14
                            Re: Usage Rate

                            Interesting...

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