I would just use an all-black object the same size as your room, and fade that in and out (fade it in for the fade-out effect, and vice versa). That's how I'm doing it in my game. Especially using the Tween module.

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Show posts MenuQuote from: lipaoklipa on Sun 25/10/2009 08:44:49
I was wondering about something for a while.
Would it be possible to make the background animation have some more options?
Like-I always hate that you can enter only I think 5 different backgrounds for the animation.
If there was more of them(like-really more)there could be a possibility to make better background animation while
the character is doing something.
Let's say a character is walking over a meadow and in the background there is this cool animation of a big airplane
accident.
And if there were a lot of slots for the background animation-more could be done.
Just thought i could share my thoughts...
control.OwningGUI.Visible = false;
sSkyCabChoice = lstSkyCab.Items[lstSkyCab.SelectedIndex];
if (player.Room == 3) {
// Ron is at his home, so show the cab actually pulling in (via on_call script)
CallRoomScript(1);
}/**/
bJustChangedRoomViaSkyCab = true;
// Now control is handed off to the global repeatedly_execute() function, which handles the changing of the rooms
function on_call(int iValue)
{
if (iValue == 1) {
// This is reserved for showing the SkyCab driving in, and facing Ron toward it (south)
oSkyCab.X = 1040;
oSkyCab.Y = 1028;
oSkyCab.Visible = true;
oSkyCab.TweenPosition(1.5, 60, 950, eEaseOutTween, eBlockTween);
player.Walk(440, 710, eBlock, eWalkableAreas);
player.FaceDirection(eSouth);
}
}
if (game.roomscript_finished == 1 && bJustChangedRoomViaSkyCab) {
if (sSkyCabChoice == "Ronald's Home") {
player.ChangeRoom(3);
} else if (sSkyCabChoice == "Gryph Cafe") {
player.ChangeRoom(4);
} else if (sSkyCabChoice == "Richter Demolition") {
player.ChangeRoom(8);
} else if (sSkyCabChoice == "Police Station") {
player.ChangeRoom(9);
} else if (sSkyCabChoice == "SouthCoast Savings") {
player.ChangeRoom(11);
} else {
Display("You chose a selection that was not accounted for. This is a game error and should be reported to the programmers as soon as you see this.");
}
bJustChangedRoomViaSkyCab = false;
}
if (game.roomscript_finished == 1) {
if (sSkyCabChoice == "Ronald's Home") {
player.ChangeRoom(3);
} else if (sSkyCabChoice == "Gryph Cafe") {
player.ChangeRoom(4);
} else if (sSkyCabChoice == "Richter Demolition") {
player.ChangeRoom(8);
} else if (sSkyCabChoice == "Police Station") {
player.ChangeRoom(9);
} else if (sSkyCabChoice == "SouthCoast Savings") {
player.ChangeRoom(11);
}
}
function on_call(int iValue)
{
if (iValue == 1) {
// This is reserved for showing the SkyCab driving in, and facing Ron toward it (south)
oSkyCab.X = 1040;
oSkyCab.Y = 1028;
oSkyCab.Visible = true;
oSkyCab.TweenPosition(1.5, 60, 950, eEaseOutTween, eBlockTween);
player.FaceDirection(eSouth);
}
}
if (player.Room == 3) {
// Player is at home, so show the cab actually pulling in (via on_call() function)
CallRoomScript(1);
}
if (sChoice == "Some Location Name") {
player.ChangeRoom(3);
}
. . .
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