Time for fade_down?
Fade_down and up pause the script... does it take a set amount of time, or does it depend on each computer's graphics setup or whatever?
I know the speed can be different depending on whether true-colour mode is on or not, so I presume it's not a set time. Is that right? I hope not.
I know the speed can be different depending on whether true-colour mode is on or not, so I presume it's not a set time. Is that right? I hope not.
I'm pretty sure it is all dependent on your computer and stuff.
Except, about the true colour thing, I recently realised that you need a seriously crappy computer for it to reduce the fading times. I got upgraded to a NVidia Zeus 5500, and the fading times are perfect.
Except, about the true colour thing, I recently realised that you need a seriously crappy computer for it to reduce the fading times. I got upgraded to a NVidia Zeus 5500, and the fading times are perfect.
"I'm pretty sure it is all dependent on your computer and stuff."
I thought so, but I wondered if someone who has knowledge of the Dink engine code could confirm this...
And about true-colour fading, I have a pretty good computer but there is still a noticable difference with true-colour turned off.
I thought so, but I wondered if someone who has knowledge of the Dink engine code could confirm this...
And about true-colour fading, I have a pretty good computer but there is still a noticable difference with true-colour turned off.
Hey,
1.07 8bit: it's designed to fade down during 1000ms; if the computer is too slow, the fade will be incomplete (semi-dark)
1.08 8bit: it's designed to take 500ms
1.08 true-color: it's designed to take 400ms (coded differently)
However, one of the values (i.e. fps_final) used to determine the time may be "adjusted" depending on your computer speed, so this may vary. Typically if you have a very fast computer (able to refresh the dink screen in < 12ms) the fade will go faster because of a miscomputation. Similarly if the computer is too slow and refreshes less than 15 FPS (more than 70ms), the fade will take longer.
1.08 FreeDink: takes 400ms
Note that the fade_up() time is different.
1.07 8bit: it's designed to fade down during 1000ms; if the computer is too slow, the fade will be incomplete (semi-dark)
1.08 8bit: it's designed to take 500ms
1.08 true-color: it's designed to take 400ms (coded differently)
However, one of the values (i.e. fps_final) used to determine the time may be "adjusted" depending on your computer speed, so this may vary. Typically if you have a very fast computer (able to refresh the dink screen in < 12ms) the fade will go faster because of a miscomputation. Similarly if the computer is too slow and refreshes less than 15 FPS (more than 70ms), the fade will take longer.
1.08 FreeDink: takes 400ms
Note that the fade_up() time is different.
Ok thanks, that should be accurate enough (trying to sync a cut-scene to music. Worth a try).
Do you have a time for fade_up?
Edit: Is there a way to 'cancel' a fade_down? Ie, make everything visible without using fade_up?
Do you have a time for fade_up?
Edit: Is there a way to 'cancel' a fade_down? Ie, make everything visible without using fade_up?
Syncing a cut-scene and music will be hard even without fades, because for similar reasons the sprite speed isn't the same everywhere. But if you accept a low threshold it can work.
If you're worried about fades, maybe you could spawn a script and do the fade in that new script. Meanwhile, your main script will wait(2000); and continue independently of the fade status.
To avoid a fade_up effect, you might use fade_up() on a black screen (where this will have no graphic effect) and then load another screen.
On to fade_up() time
1.07: depends on whether the game could complete a complete fade_down(), or only a partial one (fade_up will then be quicker). It then depends on computer speed (the faster computer, the quicker fade)
1.08 8bit: depends on computer speed
1.08 32bit: same than fade_down() 32bit
If you're worried about fades, maybe you could spawn a script and do the fade in that new script. Meanwhile, your main script will wait(2000); and continue independently of the fade status.
To avoid a fade_up effect, you might use fade_up() on a black screen (where this will have no graphic effect) and then load another screen.
On to fade_up() time
1.07: depends on whether the game could complete a complete fade_down(), or only a partial one (fade_up will then be quicker). It then depends on computer speed (the faster computer, the quicker fade)
1.08 8bit: depends on computer speed
1.08 32bit: same than fade_down() 32bit
Forgot about sprite speeds being different as well. Maybe this isn't such a good idea if it'll only work on about 3 computers
Thanks!
Thanks!