Fade Effect 2 (Real Studio games Mailinglist archive)
|Fade Effect 2 - Christopher Rydberg|
|Re: Fade Effect 2 - Joseph J. Strout|
|Fade Effect 2|
|Date: 07.06.05 00:37 (Tue, 7 Jun 2005 07:37:38 +0800)|
|From: Christopher Rydberg|
My game is not nearly finished. I planned it out on paper and
that's finished. All the art and effects are also finished (Other
than the icon and my logo). The big thing now is coding it. My
original plan was to work within a SpriteSurface and manipulate
everything as sprites because I didn't want to deal with the issues
associated with summoning and banishing a SpriteSurface whenever
gameplay came about. So with no mask and no alpha blending am I
correct in that within a SpriteSurface a simple fade is impossible?
I had played around with adjusting RGB values to try and create the
effect but it just wasn't going to work so I mailed the list. Is
there anyway at all to do a fade of a set of Sprites to all black
followed by a fade in of a new set of sprites?
<email address removed>
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|Re: Fade Effect 2|
|Date: 07.06.05 14:52 (Tue, 7 Jun 2005 08:52:39 -0500)|
|From: Joseph J. Strout|
At 7:37 AM +0800 6/7/05, Christopher Rydberg wrote:
> My game is not nearly finished. I planned it out on paper and
OK, then the next step I would suggest is to prototype the gameplay.
Save things like intro logos, credits, installers, and so on until
much later, when the game itself is all done. Then is the time for
those sorts of packaging issues.
>Is there anyway at all to do a fade of a set of Sprites to all black
>followed by a fade in of a new set of sprites?
Yes, there are several ways to do it -- best is probably to adjust
the monitor's gamma (this is known as a gamma fade). Don't worry, it
is not the major risk to your project; the major risk in most cases
is that you won't get the game itself to work, due to loss of
interest, lack of time, programming skill, etc. So I recommend
focusing on the game first, and worrying about this later.