Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Just wanne thx for the awesome work and the great inspiration!
Greatings from north germany!
On the exit event do the fade out.
On the new map add an autorun event that fades in then erases itself (with erase event). The result is an autorun that triggers once whenever the map is started, which is exactly what is needed here.
I found it's sometimes also good to also manage the BGM in the same manner (if you do so turn the automatic BGM in the map properties off). It allows things like slowing down the fadeout of the old map's BGM if there's going to be a pause in the next map appearing (such as when transfering to a map that activates MGC's Mode 7 scripts)
When the is screen faded out/in in the above manner (with paired exit/enter events) it also allows setting up things like rotation, color tints, etc in advance of the map fading in (you don't see a 'normal' map fade and having the effects apply visibly afterwards).
Except, since I use now my profile to copy-paste my references... I was hoping to find your Tutorial Town's YouTube channel link in your description.