It's been a while since I coded that thing. See all the "Alterable Value A=1"? Try changing all of them into a higher number. And "Alterable Value A=-1" into a lower number. I think that will slow down the fading.
If you want to move the fade into your game, first copy the objects into your game (plain old ctrl+c and ctrl+v). Same with the events. With 'Delete these objects after that' I mean there's no harm in deleting the fade objects. Normally when you delete an active object, you will see a little bomb replacing the object in the event editor, but that won't happen. (It's because all objects are under a 'create object' action) That's a good thing, since TGF has a max number of active object. So by deleting the objects in the frame, you can lower the number of objects you have in runtime.
Theres also a gheto way of doing screen fades.
Have a square object the size of your screen. Set its stopped or appearing animation as changing its color from white to black. Set its ink effect to AND.
Now when you want the screen to fade, simply create the object over your screen, and when its animation is finished, go to the next level or destory it or whatever.
Real poor way, but it works
Works in cutscenes: Take screen capture from the game in (nearly) the end of the frame and create new animation. Put that screen capture to first frame, and second frame same size, but definetly black. Use morphing editor, and ta-da!
Current Projects: The Artillerys 10% Forgotten Legends 8% Earth Defender 20%