Using a counter to delay jump to frame?

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  • I am creating a space game in an effort to learn Fusion 2.5. It is similar to space invaders. I set up a condition where If lives = 0 it will jump to another frame. That works well but in the game, if a missile hits the spaceship, the space ship is destroyed there is an animated explosion with sound.

    After setting up the condition of If lives = 0, the very instant that the missile hits the last space ship, (last life), it immediately jumps to my other frame and the explosion animation and sound is not seen or heard. I would like to delay the jump to the other frame until after the explosion animation and sound have completed. What is the best way to achieve this? I was thinking maybe a counter that would count to 3 or 4 seconds but I’m not sure how to use a counter or if a counter is the best way to do this.

    Any thoughts are appreciated.

  • Thanks raxabit. I am not sure how to use an alterable value yet, like where to put the value when you set it and how to add 1 etc. but I'll look around and see if there are any examples on the youtube that would work in my scenario.

    Thanks again.

  • You can set and rename alterable values on any of your active objects - so in this case you could set it on your player's spaceship. If you select your ship in the frame editor, the ship's properties window will show. The 4th tab along is values - here you can set alterable values, alterable strings and flags. To add, subtract or other maths functions, under the event editor you'll find these options under the player's spaceship icon. Right-click in a cell under it to see values as one of the options.

  • I am creating a space game in an effort to learn Fusion 2.5. It is similar to space invaders. I set up a condition where If lives = 0 it will jump to another frame. That works well but in the game, if a missile hits the spaceship, the space ship is destroyed there is an animated explosion with sound.

    After setting up the condition of If lives = 0, the very instant that the missile hits the last space ship, (last life), it immediately jumps to my other frame and the explosion animation and sound is not seen or heard. I would like to delay the jump to the other frame until after the explosion animation and sound have completed. What is the best way to achieve this? I was thinking maybe a counter that would count to 3 or 4 seconds but I’m not sure how to use a counter or if a counter is the best way to do this.

    Any thoughts are appreciated. I was thinking maybe a counter that would count to 3 or 4 seconds, but I’m not sure how to use a counter or if a counter is the best way to do this. Any thoughts are appreciated. It feels like troubleshooting this type of timing issue is a lot like trying to get the flow of a written piece just right—timing is everything! Actually, when I needed help learning how to polish and structure written projects, I once worked with a great academic ghostwriter Please login to see this link. They provided professional guidance and helped me build confidence, which is kind of what I’m hoping to achieve with this game project as well! I’d appreciate any tips from those who’ve worked through this kind of issue.

    Oh, I’ve run into similar issues before! The easiest way to handle this in Fusion 2.5 is to add a short delay before the frame jumps. You can do it by triggering the explosion animation and starting a timer or using a counter. For example, when Lives = 0, play the explosion, and instead of jumping frames immediately, set a counter to count down (say 3 seconds). Once the counter hits 0, then you can jump to the next frame.

    Alternatively, you can also check if the explosion animation has finished using the condition “Animation is Finished.” That way, it naturally waits until the animation and sound are done before transitioning. Both approaches work great!

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