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.
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%
To do that you would probably have to edit the cutscene_camera_follow_object script.
I can’t test it right now, but maybe this can help: https://forum.gamemaker.io/index.php?threads/how-to-make-an-object-smoothly-change-position.108897/
Or maybe another option could be to use cutscene_camera_moveto_position to move close to the door and then use cutscene_camera_follow_object with a different speed?