Reply to Re: Time for fade_down?
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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