I have a slightly annoying problem where every time a map fades in with a mouse cursor on screen the cursor is visible but will not move for a second. I'm assuming this is because the fade in has a wait to it where the engine won't accept player input. Is there a workaround to this? It's not a huge deal but as far as presentation it hurts the feel a little bit.
I thought of just having the screen pop up automatically and doing a custom fade, but I wonder if that's the easiest way.
Mouse Freezes Upon Loading a New Map
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Sorry, I missed this post before (because lately I mainly use the 'New Posts' page and sometimes things don't show up there...)
I agree that freezing the mouse cursor for any reason is very annoying; games should never do that.
Currently, nothing else can happen during screen fades. Some day I would like to lift that limitation. But right now you have three options:
- disguise it somehow. I recommend just hiding the mouse cursor before the fade and bringing it back afterwards, so the player won't notice that it's not responding. In my opinion, this works quite well.
- use the native OS mouse cursor instead of a slice-based one. This is done using the "show mouse cursor" command. You could also combine this with the above option: during fades display the native mouse cursor and hide the scripted one.
- don't use builtin fades; either switch screen instantly or script your own using "tweak palette" (this is actually quite a viable solution for door links. Suspend doors and use an each-step script to script door transitions yourself. You can even increase the framerate for smoother fades)
I agree that freezing the mouse cursor for any reason is very annoying; games should never do that.
Currently, nothing else can happen during screen fades. Some day I would like to lift that limitation. But right now you have three options:
- disguise it somehow. I recommend just hiding the mouse cursor before the fade and bringing it back afterwards, so the player won't notice that it's not responding. In my opinion, this works quite well.
- use the native OS mouse cursor instead of a slice-based one. This is done using the "show mouse cursor" command. You could also combine this with the above option: during fades display the native mouse cursor and hide the scripted one.
- don't use builtin fades; either switch screen instantly or script your own using "tweak palette" (this is actually quite a viable solution for door links. Suspend doors and use an each-step script to script door transitions yourself. You can even increase the framerate for smoother fades)
Last edited by TMC on Sat Apr 01, 2017 10:41 am, edited 1 time in total.
Thanks! I'll have to go with option three, which actually isn't too much trouble. Hiding the cursor would be easier but I feel like the fact that since you can see everything before the cursor would appear might feel equally awkward. I am pretty set on using a slice as a cursor as it adds to the aesthetic and theme of the game. I'm already at max frame rate so a custom fade should work just the same.
EDIT: Got it all working fine. For archive sake I will mention that I had trouble figuring out how to fade it back to original colors. You have to use "reset palette" before each "tweak palette" command to always keep your base colors. Probably common knowledge, but I had no idea as I've never used a custom fade in.
EDIT: Got it all working fine. For archive sake I will mention that I had trouble figuring out how to fade it back to original colors. You have to use "reset palette" before each "tweak palette" command to always keep your base colors. Probably common knowledge, but I had no idea as I've never used a custom fade in.
Last edited by Soule X on Sat Apr 01, 2017 1:42 pm, edited 1 time in total.