Shawn Hargreaves Blog
The first commercial game I ever worked on was Extreme G on the Nintendo 64. While I was writing the menu system, the lead artist, a grizzled young man named Johnny Christmas, gave me a piece of advice I never forgot. "Listen here, young lad", quoth he: "the secret to making a game feel polished and professional lies in the transitions".
Transitions are everywhere. When your game starts up you will probably go from nothing to displaying a title screen. Then you might transition to a main menu, and then into the game, perhaps with a loading screen in between. Inside the game you might have a pause menu which the player can bring up. There are smaller things, too: perhaps you display hit counts or bonuses when the player does well, or when they die you could transition an overlay from "2 lives" down to "1 life".
The simplest form of transition is simply to stop drawing one thing and start drawing something else, but that doesn't look very interesting. Spending some time coming up with more imaginative effects can make the difference between a simple, plain looking game and one that reeks of quality.
There are really only a handful of fundamental ways a transition can happen:
But there can be much subtlety in the details. A menu could slide in from the left of the screen, overshoot a little, swing back into position, and then flash subtly brighter as it locks into place. Or perhaps you could use the logo of your game as a swipe pattern, fading areas covered by the logo more rapidly while the background takes longer to complete the transition.
Over this next week, while many of the XNA team are down in sunny California for GDC, I'm going to be stuck here in cold, snowy Seattle. I'm planning on taking this opportunity to write about some of the techniques commonly used to implement cool transition effects.
Cool, it will be good to see, I am currently playing around with the engine plans that Eli Posted about a while back. Maybe you could add your different effects to that.
Sounds great. Coming from a web developer background, this fits in perfect with the way my mind works. Hopefully the implementation won't be to complex. I'll stay tuned to see what comes.
Thanks for passing on that tip Shawn.
P.S: I remember having a lot of fun with Extreme G on my N64 back in the day!
There are 3 basic notions of transitions, sure, but that last one is a floodgate!
For the completely out there, consider this as a transition and a half:
Step 1: Setup a new rendertarget
* Clear rendertarget to black
* Render white objects, perhaps a particle system, onto the render target
* Use rendertarget captured as texture as your UI element's alpha, i.e. in your pixel shader, multiply the element's alpha by the rendertarget's alpha.
Step 3: profit!
Or for something a little more straightforward, do it backwards and build a render target that has your UI element rendered to it (assuming it's not just a single texture). Now map that onto some geometry (again, a particle system would be pretty) and animate that.
Geez, like I didn't have enough stuff to read before, now I'm going to have to stay tuned here to read whatever you come up with. :)
Looking forward to seeing your ideas.
I was reading one of Shawn Hargreaves Blog posts the other day and got inspired…. So I thought I would
I'm a bad person. I said I was going to talk about transitions , and I meant it at the time. But then
Now that the Game State Management sample is released, I'm going to rewind time and follow through on
Shawn Hargreaves Blog announces the release of the Game State Management sample . His blog entry on Transitions
I was reading one of Shawn Hargreaves Blog posts the other day and got inspired…. So I thought I would put a small post together to show how to fade a logo in, this could be used to show your company logo at the beginning of your application. To do this
I LOVE EXTREME G!<3