O. all while the game continues to play;
1. add a slow white layer over the current screen, taking it's time;
2. then do a slow but faster fade to black;
I managed to do something very close after hacking a lot using the doc, here is what I have:
Code: Select all
image black = "#000000"
image white = "#FFFFFF"
# Somewhere else:
python:
white_death_duration = 40.0
black_death_duration = 10.0
is_fading_finished = False # Used to know when to change the game's flow later
def fading_ended(trans, st, at):
global is_fading_finished
is_fading_finished = True
image white_fade:
"white"
alpha 0.0
easein_quint white_death_duration alpha 1.0
image black_fade:
"black"
alpha 0.0
ease_circ black_death_duration alpha 1.0
image fainting_fade:
"white_fade"
time white_death_duration
pause 2.0
"black_fade"
time black_death_duration
function fading_ended
show fainting_fade
1. This plays very closely to what I want but it still fail to have the black fade over the white one. It does play but I detect it's end using the "is_fading_finished" boolean, but it is not visible probably because it's behind the white image. I didn't find a way using ATL to force a front position. I wanted to place "abovemid" somewhere to set "black" but can't find where to put it in the ATL syntax.
2.Is there a simpler way to do this? I have tried several things using this page: https://www.renpy.org/doc/html/atl.html
But failed to get exactly the right chaining. I had to add the "time" in particular because I didn't maange to make events or other instructions work as expected to either not execute the animations in parallel OR to let me know when one of the animation is done so that I can launch the following one.
Basically this looks like a lot of scafholding for something that appear simple to me (after having used all the other animation tools that are very powerful in Renpy)
so maybe I missed something or misunderstood?