Fade to Black function

  • #10, z sebastianSaturday, 29. April 2017, 21:49 hodinky 8 years ago
    Are the particles bound to an object?

    You could make an object with a screen filling black image in front of all objects which you could fade in by changing its visibility...

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  • #11, z marvelSaturday, 29. April 2017, 21:58 hodinky 8 years ago
    Are the particles bound to an object?

    You could make an object with a screen filling black image in front of all objects which you could fade in by changing its visibility...

    Yeah,well, okay... but this is what I call a "dirty" way. Also it is not very memory-saving, as I would need a huge black image. There should be an easier way.

    A better way would be to change to a black menu first... but this also leads to problems, as background sounds (like voices, room ambience,...) will be stopped. ^^

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  • #12, z afrlmeSaturday, 29. April 2017, 22:05 hodinky 8 years ago
    You could use the shader also & adjust shaderLightness value.
    shaderLightness(-1, 1500)

    I'm not sure if it will affect particles though & as for using an image. It would be fine. You can create the image at say 25% or 10% or something & scale it up with Lua script. In combination with webp format the image would be tiny in both file-size & VRAM usage I think.
    local obj = game.CurrentScene.SceneObjects["black"]
    obj.ObjectScale = 4 -- scale up 4x (if default size was 25% of scene width/height)
    obj:to(1500, {ObjectVisibility = 100})

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  • #13, z marvelSaturday, 29. April 2017, 23:50 hodinky 8 years ago
    This is way too complcated, as I need this at many places.

    I believe we have to create a new actionpart for this. A simple "Fade to" actionpart including a delay - and maybe with the possibility to choose a color. This way you could easily fade to a specific color, without using scripts, shaders, masks or upscaled images. 

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  • #14, z afrlmeSunday, 30. April 2017, 01:06 hodinky 8 years ago
    This is way too complcated, as I need this at many places.

    I believe we have to create a new actionpart for this. A simple "Fade to" actionpart including a delay - and maybe with the possibility to choose a color. This way you could easily fade to a specific color, without using scripts, shaders, masks or upscaled images. 
    Fine if you want an action part for that, then I want a new option for selecting a mouse cursor to display during cutscene, cursor hide/show events & display texts, etc. I hate that the mouse cursor disappears. Would prefer to show a loading cursor icon or a semi-transparent version of my default cursor.

    Why is it too complicated?

    shaderLightness() function is very easy to use as would setting up an interface with a black background the size of your default game resolution that you could fade in/out as needed.

    P.S: there is a shader function for tinting the screen a certain color too, but I don't know if you can tint solid colors or just semi-transparent tint. It's not something I've used, but Simon would know.

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  • #15, z marvelSunday, 30. April 2017, 11:21 hodinky 8 years ago
    Personally I don't have any problem with your option, lee. smile But I'm not the one who can implement it.

    So, why is it complicated to use some lines of script, scaling a small image up and fade this image? Well, first to me this sounds quite complicated, as this is just a simple effect and you would need a) a script b) an interface and c) an image (or even multiple images). This is over the top for just a simple effect.

    When I planned Visionaire Studio, I wanted it to be most easy and effective. This resulted in the action part system. And I still think it is a great system, that we need to maintain and enhance. Thats my way of thinking.

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  • #16, z sebastianSunday, 30. April 2017, 11:29 hodinky 8 years ago
    i guess the easiest way is to add more fade effects to the game or have some separated fadein/out action parts like in rpg maker where you can set the style fir this fade and you were good to go

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  • #17, z NigecSunday, 30. April 2017, 11:40 hodinky 8 years ago
    If it was Flash you'd simply advance the timeline to the fade out scene but you couldn't really do that here as you'd need to disable everything as you can  guarantee some knob would click on something

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  • #18, z DilatedSunday, 30. April 2017, 12:32 hodinky 8 years ago
    As a note, be careful with the fade in fade out function. For some reason if you set it too long, Visionaire does not like it and causes the game to crash if the player left clicks while it happens. Had this problem for Paradigm. For any fades that went longer than 4 seconds, I just used a black image. Honestly doesn't take up much more resources since its not on the screen constantly and a single black image is pretty small in terms of file size. You could also set it as an interface so you don't have to put black images for each scene. 

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  • #19, z afrlmeSunday, 30. April 2017, 12:50 hodinky 8 years ago
    As a note, be careful with the fade in fade out function. For some reason if you set it too long, Visionaire does not like it and causes the game to crash if the player left clicks while it happens. Had this problem for Paradigm. For any fades that went longer than 4 seconds, I just used a black image. Honestly doesn't take up much more resources since its not on the screen constantly and a single black image is pretty small in terms of file size. You could also set it as an interface so you don't have to put black images for each scene. 
    Exactly! haha... I thought I'd mentioned using an interface, but I must have forgot to type it up or removed it from one of my replies for some reason. Oh well...

    Interface would be fine Thomas, just fade interface in/out as needed.

    Anyway, as you said, Visionaire should be as easy to use as possible & also as flexible as it can possibly be without having to resort to scripting. For me, the shader stuff should all be internally added to the engine source code, rather than being a script we have to add, then Simon would hopefully be able to create various action parts with tweakable parameters for various shader effects that can be applied to scene, scene objects or characters. Check out Construct 2 game engine, as they use a similar action part system to VS, but already have premade action parts for shaders & sound effect modules. If that could be sorted out along with the damn mouse cursor thing I asked for & some reorganizing of some of the current form layouts of the editor then VS would be near perfect. wink

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  • #20, z marvelSunday, 30. April 2017, 15:24 hodinky 8 years ago
    Using an interface is working, but you need many actions parts for it

    - Set to 0% visibility
    - Show Interface "Black mask"
    - set to 100% with delay
    - Pause 
    - hide person /  change to invisible outfit
    - change room directly (without fade)
    - Set to 0% visibility (with delay) 
    - Pause (for fade)
    - hide interface

    That's not what I would call an "easy solution" grin


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