I'm new to scripting in MV and have been googling how to do this but couldn't find what I wanted.
I want an event to fade in smoothly, so I've made a loop that sets the event's opacity gradually increasing it. However the screen isn't updated until the script has finished. Is there some call to update what is displayed during a script? I'd prefer not to use a plugin as it seems like it should be simple enough and I'll probably just use it once anyway.
Smooth Event Fade In
● ARCHIVED · READ-ONLY
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This is probably not the most efficient solution but I came up with this a while back - in a parallel event run this
and it will handle the updating on its own. Works fine for an occasional effect. Thread can be closedSpoiler -
i recommended you to use the ivra libs for this
https://forums.rpgmakerweb.com/index.php?threads/iavra-animate-everything-easing-library.46826/
PHP:let myEvent = $gameMap.event(1); new IAVRA.ANIMATE.Tween(myEvent, {_opacity: 0}).duration(60).start(); //for rmmv sprite new IAVRA.ANIMATE.Tween(myEvent, {alpha: 0}).duration(60).start(); //for pixi sprite -
But is it better in performance?Or the same thing?(Because here, the performance of his code is fine)i recommended you to use the ivra libs for this
https://forums.rpgmakerweb.com/index.php?threads/iavra-animate-everything-easing-library.46826/
PHP:let myEvent = $gameMap.event(1); new IAVRA.ANIMATE.Tween(myEvent, {_opacity: 0}).duration(60).start(); //for rmmv sprite new IAVRA.ANIMATE.Tween(myEvent, {alpha: 0}).duration(60).start(); //for pixi sprite
@topic: Your code works, but you need to add 1 thing on it: a wait (Or reduce that opacity increase to 1/frame) after that code, so it will fade in a bit slower(because that code of yours, the way it is now, takes less than 1 second to finish getting to 255, as it increases 5 per frame and MV runs at 60 frames/second) -
But is it better in performance?Or the same thing?(Because here, the performance of his code is fine)
@topic: Your code works, but you need to add 1 thing on it: a wait (Or reduce that opacity increase to 1/frame) after that code, so it will fade in a bit slower(because that code of yours, the way it is now, takes less than 1 second to finish getting to 255, as it increases 5 per frame and MV runs at 60 frames/second)
yes is very more fast to use pure scrypt than a script call inside a rmmv event.
try performance.now()
rmmv use eval() each time you call script in string.
bench here
https://jsperf.com/function-vs-constructor-vs-eval -
But is faster always lighter?(Thats really a question, I don't know)
Because those tests you posted shows that this method is a lot faster, but to the game's "ecosystem" is it lighter? -
Thanks for suggesting this, this might come in handy in futurei recommended you to use the ivra libs for this
https://forums.rpgmakerweb.com/index.php?threads/iavra-animate-everything-easing-library.46826/
Thanks I'll have a play around. At the moment it's comparable to using FadeIn Screen for a similar effect@topic: Your code works, but you need to add 1 thing on it: a wait (Or reduce that opacity increase to 1/frame) after that code, so it will fade in a bit slower(because that code of yours, the way it is now, takes less than 1 second to finish getting to 255, as it increases 5 per frame and MV runs at 60 frames/second)