Problem description:
I have a horribly long proc for displaying characters in game. The reason being is the characters icon is broken into segments, it is a long and full of tons of ICON_OVERLAY's and shift's due to every icon having to work in synchronization according to the player's equipment, and personal features such as skin color and hair/eye color. I have done my best to shorten the code but it still about a mile long so to speak lol. Due to the length of the proc, when it is called upon ingame there is a world lag of about 2-3 seconds.. My game has a lot of potential however, equipping items and changing your personal character appearance has a lot to do with the game and having that be a source of world lag is a big flaw that I need to have fixed asap. If anyone is willing to help me shorten the code or perhaps alter it, into a working and smoother running state I will not only give credit, but I would also be willing to throw a tip via paypal. If you are interested in helping me out post on here or send me a page and I will get back with you as soon as I can.
Oct 8 2013, 1:53 pm
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In response to Anthonyfile2
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Make use of the overlays list, rather than all those icon operations.
Also, make use of the new BYOND v500 features, like atom.color, atom.transform, atom.alpha, and animate(). Elaboration is available upon request. |
In response to Albro1
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I know i'm not the poster but i would like to know more go on do elaborate :D
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Hahaha.. You actually use this? I made it like a bazillion years ago.
Also due to the introduction of animate() and matrix(), this type of icon generation is pretty much outdated. Sure you can shorten it via lists and the like, however the amount of processing would remain pretty much the same, due to it requiring to return the very same output. You can however reduce the amount of character customization options, as in change the character coloring, however the effects isn't really that great. As mentioned, using animate() and matrix() you can create much sweeter effects and a much better looking version of it, which removes all the rough edges during movement etc. |
Yes, I have tweeked it a bit, but it is still causing large amounts of lag when called upon, I will look into using animate(), and matrix(). I've actually been waiting for you to show up on byond Taitz, I was going to ask you for help directly. I guess I should have read up on the newest byond update.
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