Since there is little-to-no documentation on the proper way to define and handle things on an interface, etc... I was hoping someone with proper knowledge could clear a few things up for me (and anyone else unaware).
First off: Any tips on how to reduce lag (aside from connection, the host, etc..) would be great! I am already familiar with mirrored resource(.RSC) files taking the strain off of the host machine when new clients log in, and to limit and allow pauses/breaks in loops, but I honestly have no clue how to be efficient.
The use of interface objects seems too easy, and from past experience with BYOND, too easy = bad results. I have no real way of testing the client-side experience of my programming first hand, since I am always hosting my files, but is there a negative impact on having a good-sized amount of interface objects to handle most things? IE: I have 10 different 32x32 grids that handle each equipment piece the player has, one output box, one input box, one grid that serves 4 different purposes based on the 6 buttons clicked, over a dozen graphical labels, 3 bars, one map, a few browsers, and a little more. Some of them are invisible unless toggled, but all seem necessary to me.
I want my game design to be as well oiled as possible before release, while not sacrificing the necessary representation it serves so far. I've known that too many screen objects can bog down a player and I am hoping that this is not the case with interfaces.
Aside from that any other tips would be wonderful, share your knowledge and hopefully some day there will be proper instructions on game design efficiency with BYOND.
*To the extent that you aren't calling it every tick when it isn't necessary. For example, health bars shouldn't be winset()ing every tick if the user's health percentage didn't change.