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Thread: Ultimate Fullscreen + Transitions

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
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    Question Ultimate Fullscreen + Transitions

    Hi!

    I made a file which includes the ability to switch between the aspect ratios "Windowed", "4:3" and "16:9".
    The aspect ratios works pixel-perfect on my computer and monitor.


    However, a problem came up when I added "Transitions" in the frames.

    When I run the program in "Windowed" both the "Fade In" and "Fade Out" works as they should.
    When I run the program in "4:3" or "16:9" only the "Fade Out" work as it completely skips out the "Fade In".


    Any thoughts on why?


    http://www.mediafire.com/download/p2...Fullscreen.mfa

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    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
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    Hi!

    Do you know of any good way to make custom transition effects between different screens?
    Otherwise I might have to create one very large frame where the "Start Menu", "World Map", "Intro" and so on are merged together. Although, that doesn't seem like the most appealing solution.

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    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
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    Thanks Snail!

    I'll be sure to both watch your video and try it out on my own!

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    Clickteam Clickteam
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    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
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    Thanks!


    Although I just managed to fix this for myself: http://www.mediafire.com/download/p2...Fullscreen.mfa

    However, your example seems to be more optimized and I should probably reconsider doing something similar with less events.

  6. #6
    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
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    Oh, that "Xscale" and "Yscale" explains why it "lagged" at the start of each screen when I implemented it into my game.
    Thanks! I ended up making the "Fade Effect"-object 512x480 instead as that removed the lagg and as it's the same size as all of my frames.
    Would it be less of a performance drain if I scaled down the Fade Effect-objects size to around 32x32 and then enlarged it it fit the frame at 512x480? It seems like it would require more computer power to rescale objects but I really don't know.

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    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
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    Okay, I will keep that in mind! Thanks again!

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    Clickteam Clickteam
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    Quote Originally Posted by Snail View Post
    never, ever change the transparency or alpha-blending coefficient directly, so that's great that you're changing it with a variable.
    Would you care to elaborate on why Snail?

    Quote Originally Posted by Snail
    So, if your frames are always going to be 512x480, just use a 512x480 object and don't worry about scaling it
    This is true, on the PC. Android/iOS and Flash however, will require optimisation. Using a 512x480 active will take up more memory than a 8x8 block scaled up.
    Want to learn Clickteam Fusion 2.5?




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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    I did something similar, but sometimes the object of the transaction does not appear immediately, creating an annoying effect.

  10. #10
    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
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    Quote Originally Posted by mcm85 View Post
    I did something similar, but sometimes the object of the transaction does not appear immediately, creating an annoying effect.
    I have come to realise that this actually happens for me too. I noticed this after I implemented my example into my main game. It's so strange because this never occured in my example file.
    This is such an annoyance that I almost want to go with the standard built in transition effects, but sadly, these had some annoying bugs when used together with Ultimate Fullscreen. For example, the screen ratio would stretch into 16:9 at the start of each frame until the transition was made even though it should be 4:3 at the start of each frame.

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