Reply to Re: fade_down engine differences fix
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Hmmm, is there a way of not having the status bars show after a fade down() and fade_up()? For a cut scene to play without that stuff showing?
You can still do that. The way to accomplish it, I believe is the same in all engines (at least 1.08+ I dunno about pre 1.08). After fading down, do a fill_screen(0) to fill the entire screen black, just make sure to do draw_background, which will bring the rest of the screen back, except the status bar. The status bar won't come back until draw_status() is called, even in DinkHD.
I believe the only difference with fade_down in DinkHD now is that you must set &update_status to 0 before a fade_down to make the status bar fade down, otherwise only the screen will. Which isn't a big deal, I think, in fact it gives the option now to only fade_down the playable area if you don't set that, which i guess you couldn't do before.
You can still do that. The way to accomplish it, I believe is the same in all engines (at least 1.08+ I dunno about pre 1.08). After fading down, do a fill_screen(0) to fill the entire screen black, just make sure to do draw_background, which will bring the rest of the screen back, except the status bar. The status bar won't come back until draw_status() is called, even in DinkHD.
I believe the only difference with fade_down in DinkHD now is that you must set &update_status to 0 before a fade_down to make the status bar fade down, otherwise only the screen will. Which isn't a big deal, I think, in fact it gives the option now to only fade_down the playable area if you don't set that, which i guess you couldn't do before.