Attempt At Screen Shatter Transition From Overworld To JRPG Gameplay

I’m working on a JRPG combat system and am incorporating a screen shatter transition screen from the overworld to the gameplay. I’m currently stuck on having it shatter and still having the overworld underneath before it hard cuts to the battle game map without letting the effect finish. Any ideas on how to improve this?

Here’s a link with a video and pictures of my code: Attempt At Screen Shatter Transition From Overworld To JRPG Gameplay - Album on Imgur

It looks great :smiley:

The only problem is, you can’t use ‘open level’, because that node trashes everything including widgets.

So probably your main options are level streaming or level instances.

With level streaming, you can do the screen sample, make the widget, unload the current level and stream the next one ( behind the widget ), all from the persistent. Then smash.

With level instances, it’s very similar, but the setup is slightly different.

Level streaming means you need a main persistent level, and all other levels are sublevels of that. Level instances means you can load any level you like, as long as you do it in the level you’re currently in. So it helps to operate from a totally blank level, or one with just the sky and sun etc.

PS: When I say ‘level instances’, I literally mean just loading your current levels with the ‘load level instance by name’ node.