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Thread: Color Replacer makes my apps FPS drop.

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCSWF Export Module
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    Color Replacer makes my apps FPS drop.

    Is there an alternate method of using a palette swapper without the FPS dropping, or slowing down? I am currently using the color replace thing.
    I have a few active objects that replace like 2 kinds of colors of his clothes (light color and dark colors), sometimes his skin colors. The player uses almost all internal (default) animation sets. He also has an option to call a friendly character that kind of shares the same palette, which slows the FPS even more when he's called.
    It slows the FPS down even more if an enemy uses the color replacement trick. So, any advice as to what I can do to fix my FPS slowdowns, like a different color replacer or something?

    I'm trying to make a game that uses less active objects as possible (to stay away from multiple copies of the exact same character, but only color differences). Also trying to make a game like 8-bit NES style where possible, if that helps to answer my question.

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    Re: Color Replacer makes my apps FPS drop.

    Are you replacing the colours once, or "always"? The actual "replace" is really slow, but you should only need to do it once, and after that it should run normal speed.

    I think.

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    Re: Color Replacer makes my apps FPS drop.

    I'm doing 'always'. Mainly because I have a code where the player can charge a weapon, and the palette of the player's character cycles around. There are some enemies that have a palette cycling as well, if that makes any difference.

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    Re: Color Replacer makes my apps FPS drop.

    The colour cycling is what's killing it then. If you're just using it as an animation, consider replacing it with an animation.

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    Re: Color Replacer makes my apps FPS drop.

    How is that going to work? My character uses almost all internal animations + some new ones. Are you saying to clone the player/character, change only the colors for all animations? Like I said I'm trying to limit the amount of active objects here. Also, the game may consist of having 8 r more weapons, some of them being charged. So I'd have to clone the player 8 times just for a color tweak. I'd also have to clone the items to share the players same colors too.

    With that said, this does not sound like the best method. X_X

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    Re: Color Replacer makes my apps FPS drop.

    Then your only choice is to put up with the slow speed!

    Though you could try the HWA beta of MMF2, and see if there is a colouring shader that gets the effect you want.

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    Re: Color Replacer makes my apps FPS drop.

    How about making use of Alt.Values? For example:

    Always: Add 1 Alt.Value D

    Alt.Value D <= 0: Replace Colors

    Some of the conditions would set Alt.Value D back to 0, like when a color has been changed.


    Would that work?

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    Re: Color Replacer makes my apps FPS drop.

    It would certainly help

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    Re: Color Replacer makes my apps FPS drop.

    Its because you are continuously replacing colour every MMF loop.

    You should only call the events that change colour when you need to. You may need extra events and you should put the colour changing in a fastloop so you can call it from different events without recoding it each time manually.


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    Re: Color Replacer makes my apps FPS drop.

    Quote Originally Posted by N64Mario
    I'm doing 'always'. Mainly because I have a code where the player can charge a weapon, and the palette of the player's character cycles around. There are some enemies that have a palette cycling as well, if that makes any difference.
    You're going to have to find an alternative method to that. Having it loop colors that often will severely slow things up. Why not just invert between ink effects every 0'20 seconds or so

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