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April 29th, 04:11 PM
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Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
In vanilla 1.08 and YeoldeDink: Fades the entire screen down, including the status bar, and text sprites are still fully read-able.

In FreeDink: Fades the entire screen down, including the status bar, and text sprites are only readable, unless you play in Full Screen mode or re-size the window in window mode, then you can get un-readable text.

Dink Smallwood HD: Fades the playable area of the screen down, not the status bar(unless &update_status = 0), and text sprites do not show up at all.

Not very consistent. For any author wanting to assure some form of consistency, no matter what engine a player plays their dmod in, I wrote a custom fade_down and fade_up procedure you can easily call with external(), to replace the normal fade_up and fade_down.

For this you will need to make sure you have a 640x480 sprite completely filled black, make one or download it here: cover sprite

Put that in your graphics folder, you don't need to add anything to dink.ini, I named it title-02, to just add it as a frame in the already loaded title sequence.

Now, download this script and put it in the story folder: fade.c

Now to fade down in a script all you do is:
external("fade", "fade_down");


to fade up:
external("fade", "fade_up");


This will completely fade the screen down in all engines, including the status bar and all text will be read-able. Added bonus is text in whatever colour. Usually on fade_down all text appears white.

There are some extra arguments you can pass to slightly alter how the cover sprite works, you can look at fade.c if you ever want to use those, but you shouldn't need to.