ID:27473
 
So I got day/night optimized and it can now pass over 200,000+ tiles without feeling almost any lag effect. I think it's safe to say that day/night are officially implemented into the engine. Also, I've made a new version of the minimaps from Ebonshadow's example. This new version is much more optimized and loads a lot faster... IMO. It handles great without any lag (to my knowledge). I should also mention that the cpu usage is fairly low. Here's the screenshot. :)

Day-night effect is easy. Overlays.
Squeegy wrote:
Day-night effect is easy. Overlays.

Actually, using areas is better, then you just have to change one icon_state, and BAM! The whole world is different. It'll work even better when the Alpha Channels come out.
Overlays didn't produce the desired effect I wanted, and icon_states seemed to be too much work. The tiles change color every hour which would be 24 icon states for each different tile in the game. Perhaps I can look more into those avenues, but right now this seems to work fine. This method is much more dynamic.
Goten84 wrote:
Overlays didn't produce the desired effect I wanted, and icon_states seemed to be too much work. The tiles change color every hour which would be 24 icon states for each different tile in the game. Perhaps I can look more into those avenues, but right now this seems to work fine. This method is much more dynamic.

24 icon_states for each different tile? Wow, that's alot of resources.
Yea, the best solution is to use areas without icon states. Instead (what I do), is use rgb() to handle changing the colors.