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Thread: Fast way to load files and sprite sheets during runtime

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    xcompanygames's Avatar
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    Fast way to load files and sprite sheets during runtime

    Hey guys,
    Is there a way to load and separate sprite sheet into an active object, with animations - without an extension that doesn't work on Android.
    Plus - I want to use a dat file - load it with instructions into the engine, the instructions will define amounts of frame in each animation, speed, etc.
    Thanks

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
    alexexhowl's Avatar
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    1. ctf doesn't supports loading spritesheets at runtime. Only way to do that is - separate each animation frame to individual pieces and give them like: walk001.png, walk002.png, walk003.png so on... and load it into Active or Active Picture.
    2. the easiest way to handle info about animation in external place - by ini file.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleUniversal Windows Platform Export ModuleSWF Export Module

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    The only way to do this during runtime on android that I'm aware of is with an Active Picture object. Set the active pictures size to the size of one of your animation frames, & then adjust the XY offset functions to display different portions of your spritesheet. Essentially you'll need to write a custom animation system. You might also need to fiddle with a few other Active Picture settings, like the "resize to fit"-type function (I forget its exact name) to get it looking the way you want.

    Sorry for the mini-necro.

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