isaac42 said:
I don't really understand/see the performance issue
Start the game. Press Esc. An FPS counter should appear. Load the original choker SWF. FPS should fall. Unload the choker mod. FPS should recover. Load Faceless' improved version. FPS should fall, but much less sharply than with the original choker.
If your PC specs are high then the penalty may be only 1-2 FPS, but this stuff adds up. 5-6 FPS for a dynamic hairstyle, 3-4 FPS for an additional on-screen characters, 10+ FPS for heavy strands, etc... In order to ensure that users are able to combine mods into complex scenes and scenarios, mod-makers need to optimize their shit.
If your PC specs are
very high then you might not see any FPS decline at all. In which case...
*shakes fist angrily at people who can afford nice things
I do not quite see the neccesity for the 2nd color, sure it changes the outline, but that is absurdly small, -> I wouldn't mind if you neglected that part. ... Also, would you mind making a version that looks like the pearls are stitched onto some sort of cloth? Nothing fancy, a static black/colorshiftable background below the pearls is enough.
The outline comment is valid; they're so thin that adjustment is a waste of effort.
I can put a simple "sweatband" beneath the choker. The end result would be
nearly identical to what we have now, except that you'd see RGB-adjustable fill in the gaps between pearls (instead of seeing skin in these gaps). If you play with the alpha slider then you could obtain a gauzy effect (in which both the RGB fill and the underlying skin are partially visible).
Note that there would be no visible stitching around the pearls (nor any recognizable apertures/sockets). As with the "wire" idea, any such attachment details are simply too small to be visible during gameplay.
If you want the fabric to
surround and embellish the pearls then I'll need a reference image. We'll also need to remove some of the pearls in order to make room for the lacework.
If it improves performance, you could lessen/undo the shining effect on each pearl, even tho I DO like how it looks now.
Lessening it (e.g. radial gradient → linear gradient) would provide a slight performance gain, but we'd lose a lot of visual fidelity. We can achieve much more significant gains by merging shape geometry in Flash.
Remove/undo the shining effect?
Heck no. Flat colour is bad in general - it tends to clash with the SDT artstyle because the standard art assets include at least a few areas of shading or highlight. Lustre is the
defining characteristic of gemstones; removing it for the sake of performance would be silly.