I’m attempting to make the text go visible one by one beforehand, then after the blur has faded, the text goes invisible one by one but backward. However, at the end, it tends to pause after making “game engine” transparent. What’s the concurrent issue here? I’ve checked playergui and the texts seem to keep on adding up, ignoring until value. This is the code:
--[ Variables
local frame = script.Parent
local dogesTxt = frame["Doge's"]
local testingTxt = frame.Testing
local gameTxt = frame.Game
local groupedTxt = {dogesTxt, testingTxt, gameTxt}
local timeData = os.date("*t")
local blur = Instance.new("BlurEffect")
--[ Setup
game.ReplicatedFirst:RemoveDefaultLoadingScreen()
if game:IsLoaded() then do
blur.Parent = game.Workspace.CurrentCamera
for _, i in pairs(groupedTxt) do
repeat wait(.003) i.TextTransparency = i.TextTransparency - .03
until i.TextTransparency <= 0
if gameTxt.TextTransparency <= 0 then
repeat wait(.003) blur.Size = blur.Size - .5
until blur.Size <= 0
repeat wait(.003) i.TextTransparency = i.TextTransparency + .09
until dogesTxt.TextTransparency >= 1
end
end
end
end
The showcase of how it looks like currently: https://gyazo.com/7aee89e99b2116f204354760f11b926e
The TextTransparency in labels as of now:
