You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
There should be fading sequences when the round starts (which there is now, but its implementation is less than good) and after player death (and also after the level is complete). These all need to be implemented.
The text was updated successfully, but these errors were encountered:
This is buggy overall. I propose we do an event-based or callback-based design where fades can be globally requested, and when fades are done the caller can be notified. This removes the need for having weird temporary state for fading in and out, and will result in an overall cleaner design. Fading can be done using a shader so that the palette can be adjusted rather than just drawing a black quad over the screen like we do now.
There should be fading sequences when the round starts (which there is now, but its implementation is less than good) and after player death (and also after the level is complete). These all need to be implemented.
The text was updated successfully, but these errors were encountered: