Fade in after load

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  • When I load my game using the system save/load, I have an event that creates a black tilemap that will fade out.

    So...

    On load complete, create tile map, fade out tilemap.

    This should create the effect of a smooth fade in effect.

    However, there seems to be a single frame where the game is loading before the tilemap is being created.

    So I see the level for a frame, then it goes black, and then it fades away. Rather annoying. Any idea how I might resolve this?

  • Create the tilemap when saving instead.

  • oosyrag But I want it to save the game at the end of each turn. If I create the tilemap when I save, I'll instead have a black tilemap appear constantly.

  • This isn't a problem when I create a sprite at the start of a layout, so why is it a problem if I create it on load?

    I'd have thought the two would be relatively similar. My use case is a prime example of how one works and the other doesn't.

    There should be a single frame pause before everything is rendered.

  • I was thinking create, save, then destroy in the same tick, so you wouldn't see it at all normally, but it would be included in the saved state. Haven't tried anything like this myself, but from your description it sounds like loading is not synchronous so the loaded state may be visible for a tick before the following actions (create object) are rendered.

  • When I load my game using the system save/load, I have an event that creates a black tilemap that will fade out.

    So...

    On load complete, create tile map, fade out tilemap.

    This should create the effect of a smooth fade in effect.

    However, there seems to be a single frame where the game is loading before the tilemap is being created.

    So I see the level for a frame, then it goes black, and then it fades away. Rather annoying. Any idea how I might resolve this?

    to me it seems its a event trigger issue or missuse of fadeout, not a tilemap issue... can u replicate the same "condition" in a empty project? and share it? something happens based on what you are saying, that u are triggering the "save" before or after setting the fadeout action so naturally the save function save everything as is at that moment, if ur tilemap is partially fading out, you will see a transparent image when u load or the state the tilemap had as opacity.. it makes sense... if this is the case.

    personally i would save after the tilemap is created... so its in screen at 100% opacity. not after is created and set the fadeout. and give it a "wait 0" or wait above actions to finish. is a C2 trick... not sure if still applies in c3. but usually in C2 we have this issue of actions not taking effect properly cause to many actions are triggered in same tick, and if u get a frame drop... oh well lets say hell goes loose.

    however this is a bit flimsy depending on the save load function to make things work properly.. i would do a workaround and on start of layout create the black image regardless of the save. whenever is loaded or quiting game that image should pop alone like a global event. independent of the save state.

    not sure at this moment if save function affects other "included events" if it doesnt.. that might be a solution do ur black/fade in out screen in a separate event. or layout load that layout first then transition to the new one... is probably not what u want but it's a "patch" as long as it gives the desired result... end user won't care how works behind the scenes.

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  • One more possibility to consider: does your tilemap exist on the layout in the layout editor? If it doesn't, the texture needs to be loaded into memory on creation, which may result in a visible delay.

    Why are you using a tilemap to black out/fade in instead of a layer background, sprite, or tiled background object?

  • One more possibility to consider: does your tilemap exist on the layout in the layout editor? If it doesn't, the texture needs to be loaded into memory on creation, which may result in a visible delay.

    Why are you using a tilemap to black out/fade in instead of a layer background, sprite, or tiled background object?

    Having it on the layout seems to have fixed the issue... I hope.

    My mistake, I actually meant tiled background. It's a solid black.

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