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Thread: Checking if a String Has Stopped Blitting

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    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Checking if a String Has Stopped Blitting

    Hello friends!

    I'm using a global counter to control events within a visual novel type game. I've run into trouble with text / using strings. I'm trying to figure out how to WAIT for a paragraph to stop blitting before the user can click left mouse button and updating the counter (triggering another paragraph before the previous one finishes).

    Considering that visual novels are heavy on the reading, i was trying to simplify things. The Global counter seems to work for everything I want to do (triggering animations / changing backgrounds within active objects) but I'm having a hard time with string objects.

    Here is my file:
    Attached files Attached files

  2. #2
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Volnaiskra's Avatar
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    This ought to do it. The lower yellow bit prevents the user from clicking until the length of Display Text equals that of chatbox. On its own, it would prevent the user from being able to click the button at all at the beginning. That's where the higher yellow bit comes in - it makes both strings start out with equal lengths


  3. #3
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Wodjanoi's Avatar
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    ... and set the Text Speed Value of object "Active" first:
    blitting text testing_2.mfa

  4. #4
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    I can't thank you guys enough!! I did check for string length at one point but I forgot to set alterable string to null in one of the string objects!!! Sometimes you need a fresh pair of eyes! Thanks a million guys! The text speed example was great!!

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