I've almost finished my first B3D-Game, but I'm still stuck with this problem:
I use a tweening-routine for update the graphics. And hell, it took me some time to understand how it works... But there seem to be at least a little gap in my understanding:
There's some stuff in the program like scaling objects (from 0 to 1) or fading texts (from 0 to 1 and vice versa). Initially I create the object or sprite and put it to 0 imediately (textspr=createsprite() : entityalpha textspr,0). BUT: The tweening causes the object to have an alpha between the new and the old value. Since there is no old value when the object itself is new B3D takes "1" as the old one causing the object to been seen (like a short blink) - which I don't want...
So the only solution I could think of is to exclude scale and alpha from the tweening routine, but isn't there a simple solution (like: You're a lamer! Do this!).
I hope you understand what I mean (no native speaker around, sorry...) plus I'm begging for help! Thanks!
I use a tweening-routine for update the graphics. And hell, it took me some time to understand how it works... But there seem to be at least a little gap in my understanding:
There's some stuff in the program like scaling objects (from 0 to 1) or fading texts (from 0 to 1 and vice versa). Initially I create the object or sprite and put it to 0 imediately (textspr=createsprite() : entityalpha textspr,0). BUT: The tweening causes the object to have an alpha between the new and the old value. Since there is no old value when the object itself is new B3D takes "1" as the old one causing the object to been seen (like a short blink) - which I don't want...
So the only solution I could think of is to exclude scale and alpha from the tweening routine, but isn't there a simple solution (like: You're a lamer! Do this!).
I hope you understand what I mean (no native speaker around, sorry...) plus I'm begging for help! Thanks!