Posted December 15, 2022 by Foxy Of Jungle
#v1.2 #transitions #shaders #post-processing
This is a big and important system update, important things have been fixed and the syntax has changed a bit, for the better.
Improved compatibility with Post-Processing FX: By default, transitions no longer disable the game image.
The screen_transition_modify() function now asks for an enum in the first argument, avoiding manually typing the effect name (example: "fade"):
screen_transition_modify(TR_TYPE.CIRCLE, [TR_CIRCLE_CENTER], [[0.5, 0.5]]);
Also note that there are now parameters for all effects, which start with the "TR_" prefix, which will greatly speed up the workflow.
Full Release Notes:
[ADDED] Parameters macros [ADDED] Dedicated script with settings [CHANGED] The screen_transition_modify() function now asks for an enum in the first argument, avoiding manually typing the effect name [FIXED] Using screen_transition_modify() before creating the first game transition causes errors [FIXED] Bug in the example where it is possible to start a new transition even with the old one being executed [FIXED] Surface alpha blending, shader is no longer needed to fix it [FIXED] Improved compatibility with Post-Processing FX [FIXED] Internal system optimizations [FIXED] Some transitions were flickering on some platforms like HTML5 and GX.Games [FIXED] More organized project folder structure [FIXED] Small fixes
Thanks for listening! :D
Have a great day.