Like, in just a general game programming language, I would expect to do sprite animation like this set up:
Sprite 1: 10 frames/seconds
Sprite 2: 5 frames/seconds
Sprite 3: 4 frames/seconds
Sprite 4: 6 frames/seconds
Where each frame of sprite has their own display timer, until the next sprite frame is displayed.
But instead, Ct Fusion's animation logic is like this:
Sprite 1: [Frame 1] [Frame 2] [Frame 3] [Frame 4] [Frame 5] [Frame 6] [Frame 7] [Frame 8] [Frame 9] [Frame 10]
Sprite 2: [Frame 11] [Frame 12] [Frame 13] [Frame 14] [Frame 15]
Sprite 3: [Frame 16] [Frame 17] [Frame 18] [Frame 19]
Sprite 4: [Frame 20] [Frame 21] [Frame 22] [Frame 23] [Frame 24] [Frame 25]
In other words, each frame does NOT have their own individual display time limit. So if you want the same sprite to be displayed longer, you copy it into the next frame until you want to display a new sprite frame.
Is this because CT Fusion's engine still dates back to Klik&Play days?
Will the sprite animation system be like this in Fusion 3? Or will it be slightly different closer to the previous option? While the animation system in CT Fusion 2.5 is easier, the logic seems wrong in programming. I would like to have the option to be able to display a single sprite frame as long as I need without being forced to make multiple copies of the same sprite, before going to the next new frame.
I read somewhere that Fusion 3 will be able to use sprite sheets. But I wonder how the display times will work for each frame of the sprites.