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Author Topic: Fading in and out  (Read 2849 times)

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noxis

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Fading in and out
« on: October 24, 2006, 03:33:08 PM »

Here are another few questions on coding, and by the way .. thanks guys you have so far been really great in replying to my questions.  So far I am totally impressed with the engine and the flexibility that it provides.

Question 1

So far when I am making a cutscene i am using the following procedures to do a cutscene

Code: [Select]
Game.RemoveWaitCursor ();    // temporarily put here for debugging purposes
Game.Interactive = false;


Game.PlayMusic ("\music\credits.ogg");
Game.FadeOut (1);
  var title = Scene.GetNode("text");
  title.SetSprite ("\animations\credits\noxis.sprite");

Game.FadeIn (6000);

  Sleep (6500);

Game.FadeOut (6000);

  Sleep (6000);
 
 
  title.SetSprite ("\animations\credits\kris.sprite");
  title.X = 40;
  title.Y = 40;
 
Game.FadeIn (6000);

  Sleep (6500);
 
Game.FadeOut (6000);

Is there any easier way to fade out these sprite entities rather fading the whole screen, cause what I want to do in the end is make a video entity behind the sprites coming up.  Also is it possible to make the fading in and out a blocking-type statement rather than guessing with the Sleep command.


Question 2?

What are the standard system requirements for a game memory wise?
Would it be somewhere between 128mb and 256mb for an 800x600 resolution game?
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Mnemonic

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Re: Fading in and out
« Reply #1 on: October 25, 2006, 07:13:46 AM »

For the record, we talked about this in the IRC channel. To sum things up, you can fade in/out an entity by setting its AlphaColor property in a loop (if you search the forum for "AlphaColor" you'll find some script snippets).
Memory usage is highly dependent on the actual game and on how much art the game is using in a single scene.
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noxis

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Re: Fading in and out
« Reply #2 on: October 25, 2006, 02:27:10 PM »

yeah thanks, i posted this before i went into the irc channel .. but thank you anyway.  it works great .. and once again thanks for all the help.
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