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RM3 Itemised data usage list:

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    #31
    Re: RM3 Itemised data usage list:

    Another tip is to simply divide the game up into your mind. In addition to having a plot of some sort beforehand, you say to yourself "I'll have 5 parts, and in each I'll introduce roughly __ characters/events/treasures" the list goes on and on.

    I haven't fully developed my story yet. It is subject to change. But I know that I'll have 6 towns and maybe 10 actual dungeons, for example. I even have my weapons and armor already assigned particular chapters in my game :P

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      #32
      Re: RM3 Itemised data usage list:

      Originally posted by Smarticus-Rex View Post
      JPS: Did you factor in data types in your calculations? Boolean's take up ony one Bit, maybe a Byte if you include names or something. Text is a byte per character. RM3 only uses integers(I think) up to 99999, so thats only a handfull of bytes.
      *Starts deleting all his "descriptions"*

      Who needs them anyway? Here I was thinking I could finally type more since I got my USB keyboard. What a shame..

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        #33
        Re: RM3 Itemised data usage list:

        It's gonna be close, for me. Right now, I've got 30% data usage and I'm only 20% through creating my game. But I'm not worried yet because I've at least created all of my items, armor, accessories and weapons, which total around 100 so idk..

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          #34
          Re: RM3 Itemised data usage list:

          I know this is a super old (and sticky) thread, but seeing how I'm neck-deep in creating a game right now I feel there's some benefit to me posting my observations on this topic.

          Unfortunately I don't have any concrete (percentage-wise) data because I don't have time to check the DU every time I add something new to the game, but I can share my observations.

          First I'll say that Obright's calculations (as well as others in this thread) are right on the money for the most part and have served as excellent guidelines for me. I do think that some of the percentage figures are on the low end, though.

          I'm not certain but it sure seems like it matters WHERE and HOW CLOSELY the decorations are to eachother. Inside decorations seem to (oddly enough) take up more DU than outside ones. If I put four decorations close together in an interior space the DU goes up as much as .8% (!) Bunching barrels together in a realistic cluster seems to eat up more memory than if you separate them.

          Personally my favorite part of making the game (probably because it's less tedious and appeals to my raw creative side) is designing the levels and decorating them. And the game is BRUTAL on you in that regard.

          Also, text boxes attached to characters seem to exponentially take up more space the more lines of code you have. You can save ALOT of DU by using the storyteller. Like, alot. I know because when I first started making my game I hated the storyteller cause the portraits didn't match, and was determined to do all the story exposition with text boxes.

          Then I came around to using the storyteller (taking the assurances of many of you that portraits not matching 3d models will be forgiven) and started deleting the old text-based exposition attached to characters. BEST DECISION I've made so far design-wise. I'd delete one character's text code and the memory would go down sometimes 2-3%!

          The storyteller, on the other hand, seems to take up very little memory no matter how much you add to it. It never seems to add more than .2% to the DU, and I've got some that are over 100 keys.

          Sorry I don't have anything concrete, just wanted to share my observations.

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