Frames Freeze when trying to switch frames after html5 export

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  • I am hoping someone can explain why I can not seem to get the frames to switch. The game works perfectly when I run in CT. I have tried "next frame", "jump to frame" and I have not had much luck. At the intro screen, if I don't wait for the intro to play and just press space to start the game, it works, but then the level 1 to level 2 doesn't. If I wait until the intro is done playing and hit space, that frame just locks up. I would greatly appreciate any advice as to what I am doing wrong. I looked through the Forums but haven't had any luck finding this issue explained. I attached the project if anyone wants to explore this. Thanks in advance!


    Project MFA

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  • I've checked your project, the problem resides by Active7.

    This object is too far from the frame, and because of this it will be deactivated. This way, no animation will be started, hence, the event "Animation Walking is over" will never execute.
    There is a property by the Active, "inactivate if too far from window", you should set it to "No".

    Hope this helps

    Sergio

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    A small modification of two events ( the frame will do change even whithout this modification, but I just want to point out):

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  • Thank you for your advice but I still can't seem to make this work in html5. I set "Inactive if too far" to no for all active objects. I also have the "Active 7" Always positioned with P1. I am so confused as to why it works if I start (press space) as soon as it starts but not if I wait until the intro is over. I also moved the conditions for "is invisible" to the event "celebration is over" I am still waiting for the full version, could that be creating any issues? Thank you again for the help.

    Here is the updated project if anyone wants to take a look.

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  • It works flawlessy as windows app and also as HTML5 here. Works by pressing space at the beginning, and it works also by pressing space at the end of the intro.
    Since you don't have the full version, it could be the reason, but I'm not sure about.

    By the way, inside the intro ( frame 1 ) you put 10 big images (every one ca. 500X500 pixels) inside frame animations. This is an huge performance bottleneck and a big memory consuming.
    Try to:

    - make the images small, or change the color depht, and do not use the same image ( for example, in the "stopped" animation, you use 6 frames, and 3 of them are duplicates of frame 1,3, adn 5).
    you may not start the animation, instead, let the user scroll between frames by clicking with the mouse on it. You can control which frame to show.

    Try to make a "light" version with very small images in the intro, and see if it works by pressing space at the end of the animation. If it works as expected, it is definately a memory (ram) problem with that too big ( and duplicated ) images in the animation frames.

  • Semar, you are exactly right, removing the images at the beginning fixes the issue. Hopefully after my work finally orders the full version this won't be an issue since there will be many other exporting options available. I appreciate everyones contributions.

  • Semar, you are exactly right, removing the images at the beginning fixes the issue. Hopefully after my work finally orders the full version this won't be an issue since there will be many other exporting options available. I appreciate everyones contributions.

    I'm glad you've sorted it out. Anyway, it's always a good habit to reduce the images size since they consume a lot of memory. It's also important for the overall performance ( speed, smooth, responsivity, etc. )

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