So I made a function that fades to black and then pauses for a second and then fades back to the original, but the game pauses when its time to fade to black, and then only fades to arcade after a second.
Here is the project
So I made a function that fades to black and then pauses for a second and then fades back to the original, but the game pauses when its time to fade to black, and then only fades to arcade after a second.
Here is the project
Okay, I’m not an expert, but I’m pretty sure there are two bugs with it:
You’re using a pause block to handle the pausing. This is okay, but it’s generally better to use timer after (num) since it lets you run the code without having to actually stop the whole program from running.
You’re using an overlap block which essentially calls the block every frame since you don’t have a way to tell if the game is fading. This results in the game pausing and unpausing every single frame which results in it pretty much looking like the game froze. This is also why I wouldn’t use a pause block in this case and use the timer after (num).
Clarification would be helpful if I got something wrong.
add the timers extension, then put everything in a “do seperately” block. the issue is that pause(1000) is pausing the actual game.