#Fade Street: plugin for accurate colour fades, dissolves, and colour cycling/palette shifting
117 messages · Page 1 of 1 (latest)
there's a demo ROM
This is so cool, thank you!
i dont get it if im being honest 😅 how is the pallete changing ❤️
OH
IT GOES FURTHER
how tf did u make fade effects? :0
I probably just don’t understand how to use it, but it seems like the sprite fades do not utilize the lightest shade (or whatever is shade 1) ?
that's super cool!
This is cool. Gave beta 2 a try tonight and it worked well. Thanks!
Oh this is fantastic, great job. I've got a bunch of fades in two different projects I'm working on, this will make them look so much better!
Rite! I had many separate pallets swapping real fast to achieve this same effect! I wish I had this plug in back then
can you make an itch or github so we can link to it on the spreadsheet?
@sterile iris
cool. no rush at all. we're trying to streamline the plugin reference process and this is a good candidate to test
when its ready try using this submission link
https://docs.google.com/forms/d/e/1FAIpQLSe6XJ31HA1Y8M6max20Gtg6QZdN5p6qQTFisUL_Kd3jGdiVmA/viewform
I fully recommend this plugin which can be very useful in many situations 🙂
hi! I am trying to use this plug in to make this little light effect smoother. but it stops the player while the fade is going on. ¿is this something I can avoid? or i cna not use th eplug in for that? (this plug in is super useful ergardless btw)
Where are you using it? Try putting it on loop in a script that is called?
(Certain places like int' won't run "parallel code" but other ones like in a script will) 🤔
On a Trigger.
Now that you mention it maybe if I put it on a timer will still run on a Trigger and run "parallel"
Yep that's the issue, by default trigger doesn't do parallel, make the trigger call a script, when it stepped on, should work fine @sullen roost
Or Rite! a Timer at the on step of the trigger would also be a grate fix, (as it is parallel!)
very cool ❤️ ❤️
I'm so excited for to give this a try! Been looking for something exactly like this for a lonnnnnng time.
Fade Street: plugin for accurate colour fades, dissolves, and colour cycling/palette shifting
aw man this is cool
These are lovely
Very nice!
Those look great! I am deffinitelly "borrowing" that rain effect to do heavy rain! 😅🤣
hello! with fade street how do u fade 1 pallete into another? is that possible?
hey thanks! i really appreciate the responce but unfortunately i have decided to not use the plugin as it seems to have issues with other plugins, but ty for making such a great plugin!! ❤️
im using the submap overlay plugin! when using that, or even just having them together with only the submap overlay in use, i get a white empty screen, even if i am not currently using fade street ❤️
okay ty! ill try look more into it ❤️ ❤️ ❤️
This is super cool
@sterile iris , how do i make the drunk effect with your plugin again?
or like
the wobbly effect
That’s not what this plugin does
oh
which one does?
There’s no plugin afaik. Just people figuring it out based on the code that is around discord.
I think all is based mostly on this messages: #works-in-progress message, #engine-code message and #works-in-progress message
mb gearfo
wow just discovered this plugin! holy thats nice work!
In 4.0.2, having FadeStreet in the plugins folder (no events used) causes an all white screen when running my scene. Overlay is being shown, not sure if there is correlation there.
Using latest version (11)
Ah I see! Thanks for the detailed reply!
Amazing plugin! Any way to make these background palettes the same palettes used from the scene the event is called in?
Problem, Im trying to fade one pallette into another and it doesnt seem to be transitioning.
With this you can make a 24/7 day/night cycle?
Yes? This was the early plug in, I am sure the update is nicer. But ya with enough plugging in lines you could.
Smooth cycles would be fun i bet
That fading is interesting, 🙂
Yea but colourswapping for streetlights and stuff would be fun
Well, None of that is whats happening, actually, it doesnt seem to work at all. It still pauses the game to run the script but the script doesnt seem to be taking effect. (Using a standard fade)
The event is in a trigger event. I selected a transition from a blue sky color to a sunset orange. The game was running fine by itself, no pure white screen or light green. The pallets just didn't load
Hi, thanks for the plug in!
I have a question re: some simple palette cycling using Fade Street (Apologies if I'm missing something that's right there in the sample project in front of my eyes)
I'm doing some palette cycling here in my Seudo3D road project -> #works-in-progress message
I'm using GBVM and just VM_LOAD_PALETTE every X frames depending on the car speed.
Can I achieve this using Fade Street also? i.e. Palette cycle speed tied to a variable?
Thanks!
Bloody fantastic! Thanks for all that. 🍻
I'll let you know if I run into any problems. I'll probably hijack your interrupts.c !;)
Hey, has anyone here experienced kernel panic when playing a .mod music file? After adding the fade street plugin, my game is crashing when music plays. Oddly enough, if I switch the music setting to use .uge, playing a .uge file dose not cause a panic...
No problem! The audio channel has informed me that .uge is better supported anyhow, so I think I'll be switching to that lol 😅
I found a conflict with the scene scroll plugin:
https://github.com/Mico27/GBS-copyBkgSubWinPlugin
I also mentioned it in the dev's thread: #1270176849393221783 message
Here's the test project I am using
OOooooh, I will mess around with this in a bit, I appreciate your work!
I got it to compile! Thanks again! I need to do some additional testing, but this should get me on the right path!
Volume fade event is huge
When I put Fade Street v12.1 in one of my projects in GBS v4.1.3, my game freezes upon launch and doesn't go past the initial white screen. Are there any known conflicts with other plugins that may be the cause or is it GBS 4.1.3 being incompatible?
Good to know! I had no idea it would break the default fade events.
By the way, is there some way to have simple fade only apply to some palettes? I want to perform the same fade on all palettes save for one, but I'm not sure how to exclude it.
Alright. Then is there a way to tell Fade Street to use the default or current palettes the scene uses to fade from/to?
I thought that was what "don't modify" meant at first, but it would seem that's not the case.
I can only seem to specify either "Don't modify" or I have to pick a specific palette.
Say, if I start a scene with a Tree palette loaded in background slot 3, how do I make sure Fade Street fades from/to the initial values of that palette without having to manually specify to use Tree in BG palette slot 3? Is that possible?
Well, to give a more concrete example, say that I have 4 background palettes in Scene A set to background palette slots 1 through 4: Dirt, Tree, Rock and Wall. If I want to apply a fade effect to Dirt, Tree and Rock without affecting Wall, what I'm currently having to do using Simple Fade is manually put in Dirt, Tree and Rock in the slots I've already put them in for Scene A, but I would prefer if I could just specify "Use Scene Default" for the slots the Dirt, Tree and Rock occupy instead, but I'm not seeing something along those lines.
Right now if I were to e.g. change the Dirt palette to Sand in the scene's background palettes, I would have to remember to edit every single instance of Fade Street's events to use Sand rather than Dirt as a start/end point and that is a really cumbersome prospect.
I'm not sure whether I'm explaining what I mean clearly, but basically I want something that does about the same as this option for setting the palettes using vanilla GBS:
Except it'd be something like "use Scene Default" or something.
If that's not possible I'll just have to work around it, but I really hope it is.
That's unfortunately hard for me to do as almost every scene has a unique combination of palettes.
Found a bug. When I try to restore the global default for sprite palette 1 using Quick Load Palettes, it sets that palette to the default DMG palette, not to the palette set in global sprite palette 1.
It's not one of the palettes that come by default with GBS, though. I set a palette I added myself as a global default in sprite palette slot 1.
This is the palette that refuses to load when I specify default sprite palette slot 1:
I did "Global Default" at first, but that defaulted to DMG. After that I specified the palette by name when I realised what went wrong with global default.
I've also been looking to use scene default palettes, but I can't seem to use those at all outside of the Animagic Fade In/Out events.
Fair enough. Would you be open to adding Use Scene Default for events like these in a future update?
By name works fine, yes.
I see. The main reason I'm asking is because the automagic events also affect UI colours (BG palette slot 8) and I have dozens of scenes with varying palette combinations, so being able to make fade effects where the UI doesn't change colours while also not having to specify palettes by name would be a huge benefit. We're talking one event in a custom script I can use for every scene vs dozens of scene-specific events that I have to manually update whenever I want to e.g. dim the lights in dark areas. I'm also using some sprite palettes that are meant to highlight certain details on sprites; kind of like a glow in the dark effect for a few details.
For example, to get this effect on the player sprite where the blood on the dress stands out (left window in the first image) I'm using the commands sequence as shown on the right to achieve that effect, but this basically means that I can't make the screen fade in or out without the blood first fading to be desaturated and then suddenly popping back to its original colours. This would also be an issue if I wanted to have bright lights in an otherwise muted scene or have a HUD I don't want to get muted. Especially HUD elements having to stay the same colour while the rest of the scene gets special effects using Fade Street applied does not seem like a small benefit for some users to me, but I could be wrong.
It'd be the same effect applied, just with different palettes at the start and end point. E.g. if I have 2 dark scenes, I'd be applying RGB multiply at 50% to both. Right now I'd have to specify their individual scene palettes if I want to create an exemption for the UI palette or other palettes
Basically, I would want to be able to use this for every scene:
Or some variation of it.
Something that would also work for me is having some way to determine which palette goes in which slot using variables, though I'm not sure that would be any simpler to implement.
I'm experiencing a problem with the plug-in
I'm making a colour only game, and the plug-in is working well for that
But I need to fade in the GBC only warning... and the DMG fade event doesn't work
At all
Error: Compiling "GF_EVENT_FADE_STREET_DMG" failed with error "ReferenceError: pals0 is not defined". {"scene":"No Colour Game Setup","scriptType":"scene"}
Ah
@sterile iris Hello! I had two questions regarding this amazing plugin, specifically about Automagic Fade In/Outs.
- I would like to change a palette (for example, Sprite Palette 7) before the scene fades in. This new palette is different from the scene's default palette. When doing so by adding a "Set Sprite/Background Palette" before the scene's Automagic Fade In, two issues occur:
1a. The set sprite palette will flash for a few frames while the scene is entirely faded out into white. This gives an odd effect where only the changed-palette objects are visible, while the rest of the screen is supposed to be normally a solid color/tone (white).
1b. As the scene is fading in, the sprite palette will be reverted to the scene default sprite palette. This undoes any change given to the palette before the Automagic Fade In.
Is there any way for a palette to be discreetly set before a Fade In, and also be not be forgotten as the does an Automagic Fade In? Before I added the Fade Street plugin, I was able to resolve 1a by using this plugin and setting the palettes I wanted to change with "Commit" off before the fade in. After adding the Fade Street plugin, this method no longer works. Additionally, GB Studio's default Fade In code seemed to have handled 1b in a way that Automagic Fade In doesn't.
- When using an Automagic Fade Out/Special event, palettes will go back to the scene default ones before fading out. This happens when fading out into a solid color/tone, or when using a special effect like desaturating the screen.
Is there any way for a non-"scene default" palette to be remembered as the scene does an Automagic Fade Out? This is similar to 1b, where palettes that aren't scene default will be seemingly forgotten.
I am able to provide screenshots/videos if neccessary
Hi! Thanks for your response.
I've been tinkering with the features of this plugin, and a huge switch statement seems like a great idea for my project. Thanks for your help!
Is it a planned/possible feature for Scene Default or Scene Current palettes to be used in the Fade Street palette slots? I'm part of that userbase that it would be beneficial to, but it's completely alright if this feature doesn't get added
@sterile iris If I add the Fade Street plugin to my project, it seems to cause a glitchy effect in shmup scenes with parallax, flickering along the "seams" between the parallax divisions. Is this a known problem?
(I have added nothing but an automagic fade in to replace the default one)
Perfect, thank you! And no, no plans for legacy MOD music so no issue there!
I return with another potential glitch! This MIGHT be a conflict with Shin's SHMUP reloaded plugin, or it might affect the engine at large. It has a sort of specific set up:
- Two SHMUP scenes. They share a tileset so the swap between scenes can be instantaneous. The second scene has extra tiles off to the right that I use for an Overlay swap, but I set the engine scroll speed to "zero" so the screen doesn't scroll and the player can't escape the screen. This worked before. However, if I have the Fade Street plugin installed, when the player transfers to scene 2, the camera is not locked and the player can move freely all over the right side of the "hidden" scene. If the player dies, sending them to a game over scene with an actual fade in and out, when they return to the boss (The game over skips the first scene entirely), the player is locked onto the screen as they should be.
(I can get around this by manually applying obstacles to the right end of the screen and using a camera lock event with horizontal axis turned off, but I feel like this is a bandaid to the issue.)
I have not tried uninstalling Shin's plugin because I'm paranoid of breaking the project, but the built-in SHMUP scene does not allow free movement of the player so probably couldn't show off the bug even if it existed.
If I start directly into scene 2 it also seems to not happen. It seems to specifically be the lack of a fade between the two scenes due to shared tilesets.
(For additonal context, the SHMUP Reloaded plugin does these things mainly: 1) Allow 8 direction player movement in the confines of the screen 2) Makes triggers activate upon scroll instead of player touch 3) More refined editing of collision boxes for sprites.)
4.1.3
Hey! I don't mean to be the "When's the update coming out 🤓" guy... but
Are there any plans to update this plugin? It's insanely useful, so my fingers are crossed.
I know how much work and effort goes into developing these plugins, so I hope I am not coming across the wrong way, I have a lot of respect for what you've created
@rustic geode Already updated the plugin for 4.2. You can find it in the GBStudio plugin manager.
Oh snap, that's wonderful news :))