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(2 edits)

Right now, the fade in and fade out effects don't cover the entire screen. But I think the main issue is that we remove the black screen before reaching the 'objDoor'. We should wait until we're at the indicated spot before removing it.

A fix that I found useful in control_cutscene object draw GUI event to cover the entire screen:

//Draw fade in and out effects
if (fade_out == true) {
draw_set_alpha(timer);
draw_set_color(fade_color);
if (view_enabled) {
draw_rectangle(0,0,display_get_gui_width(),display_get_gui_height(),false);
}else{
draw_rectangle(0,0,room_width,room_height,false);
}
}
if (fade_in == true) {
//show_debug_message(string(fade_in))
draw_set_alpha(1-timer);
draw_set_color(fade_color);
if (view_enabled) {
draw_rectangle(0,0,display_get_gui_width(),display_get_gui_height(),false);
}else{
draw_rectangle(0,0,room_width,room_height,false);
}
}

I use display_get_gui_width() and display_get_gui_height()

They should fill the entire screen. If that is not happening, can you show me a screenshot?

Deleted 34 days ago

Check the previous message.

But I think the main issue is that we remove the black screen before reaching the ‘objDoor’. We should wait until we’re at the indicated spot before removing it.

I assume you can just add a cutscene_wait before the cutscene_fade_in?

A fix that I found useful in control_cutscene object draw GUI event to cover the entire screen:

I see. So is the problem fixed? I will keep this in mind for the next update.

I tryed to use some cutscene_wait without success.

scene_info = [
[cutscene_fade_out,1,c_black],
[cutscene_wait,3],
[cutscene_camera_follow_object, objBomb,120], // Alternatively cutscene_camera_moveto_position
[cutscene_wait,3],
[cutscene_fade_in,1,c_black],
[cutscene_wait,3],
// Here use some script to show the door unlocking,
// for example cutscene_set_sprite or cutscene_change_variable
// depending on how it works
[cutscene_fade_out,1,c_black],
[cutscene_wait,3],
[cutscene_camera_follow_object,objPlayerWIP,120],
[cutscene_wait,3],
[cutscene_fade_in,1,c_black]
];


Yes the problem is fixed and now the black screen cover the entire GUI.

(1 edit)

I think I found the issue, fade out and fade in (in my side) works just for the first time, the second time the fade out fill the entire screen and everything remain freezed, is it possible that the fact that we use "timer" for everything is going to make some miscalculations?

Another issue I found is in how far is the object to moving for, if is too far the screen just remain freezed and black.

I did some testing, and the timer doesn’t seem to be the problem, but the camera speed. Try changing the speed from 120 to something smaller, like 10 and see if that fixes it.

Another issue I found is in how far is the object to moving for, if is too far the screen just remain freezed and black.

Can you give more information about this? What object and is it outside the room?

Gotcha! In

function cutscene_camera_follow_object(_ob,_spd) {
// Move the camera object to the object
with(cutscene_camera) {
// Reset it so it won't follow another object at the same time
following = noone;
if (distance_to_object(_ob)>=1) {
//move_towards_point(_ob.x,_ob.y,_spd);
x = _ob.x;
y = _ob.y;
}else{
following = _ob;
cutscene_next();
}
}
}

I changed the move_towards_point() in something more immediate, this make everything work at 100%

(+1)

Nice!

I should probably add a new script that immediately moves the camera to a certain position.

Sounds good! Is there any chance to center to the camera the object we're moving for? In my sidescroller view it is not centered.

(+1)

Try adding this to cutscene_camera->create event, at the end:

camera_set_view_border(_cam,camera_get_view_width(_cam)/2,camera_get_view_height(_cam)/2);

Thanks for noticing this, I will fix this too with the next update.