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Thread: Changing Animation Cycle of a Single Active Object

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Changing Animation Cycle of a Single Active Object

    Alright, so I've tried to fix this a few times and every time I've either run into the same issue's I've had before or I've simply undone everything I did because it didn't give me the desired results.

    I will admit that I am still quite new to ClickTeam Fusion 2.5 as really the only real thing I know how to make is the equivalent of one of those ball and paddle games where the ball bounces around and you try to make it hit blocks to make them vanish.

    Anyway;

    I think that what I'm trying to do is a forced animation sequence change on a single active object via global variables?

    What I have is an active object which is basically a custom made HP Bar with 10 "sections" on it.
    Each of these 10 "sections" start off green and all filled as long as a global variable remains at the value of 100.
    However; I have a time based event which changes this value, it does -3 every X seconds.

    So this is where the tricky part comes in.
    Upon the value being between 99-90 I'd like to run the 90% animation sequence, 89-80 the 80% and so on until the value of 0 running the animation sequence titled "absolute 0".

    The issue is, I can't even get the animation sequence to swap from my 100% to my 90% option, and what fixes I've tried have ended in no swap what so ever, or I switch to the 90% animation and it
    glitches between the first two frames of the "new" animation cycle.

    This is what I currently have:
    I dont even know anymore.png
    And honestly I've been messing with it for a while, nothing I try is working.

    What I want to know is to things:
    1. What am I doing wrong? (besides apparently everything)
    and
    2. How can I make the animation swapping thing actually work?

  2. #2
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    aenever's Avatar
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    Happy to help if you Post an example of the issue, (doesn’t have to have your artwork just dummy animations will do). I only say this because it will be easier to demonstrate a solution.

  3. #3
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Sure

    Do I just upload a basic program file with basically the same commands and events in it?
    (First time posting here so Idk really how these things are done as of yet)

  4. #4
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Alright pretty sure I did this correctly.
    I spent a little time on the graphics just to make it easier to notice when/if the animation sequence changes by making each of them different from each other. (I only made 100%, 90%, and 80% because if the swap doesn't work between those 3 it's not going to work for the others either.)

    I'm also trying to figure out how to make it to where I might be able to have different "pets" be like selectable later down the road and the HP bar shows the status for whatever "pet" is selected which is why I'm using variables of the "pet" object to control the HP bar instead of global values.
    Attached files Attached files

  5. #5
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    aenever's Avatar
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    I'd do it more along these lines, but others would do it differently

    basic idea 2.mfa

  6. #6
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    So the only thing I've been doing wrong is the events stating that between Value A and Value B run ___ Animation Sequence?
    Tyvm for helping me with that

    Also, why would it not work before with the whole
    "counter" =< min 90-99
    "counter" => max 90-99
    thing?
    Was it too much overlap for the program of what I was specifying for the commands to do?

  7. #7
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    Ok, so tried making it work in the actual game file with the new set up...
    But yet again the game DOES switch animation sequences (I know because I physically see that frame 1 is active)
    However; after it switches it outright freezes on frame 1 of the new animation, will not go beyond frame one and upon switching back to the 100% animation sequence it has no problems running through the 100% sequence what so ever.
    go back to 90% frozen at frame one, 100% runs smoothly, back and forth back and forth same results no matter what I seem to do, how many different times I state for the program what to do etc.

    I've gone as far as stating:

    value is > 89
    value is < 99

    - Stop animation
    - Change animation to 90%
    - Force first frame
    - Restore animation
    - start animation

    Starting to wonder if a hard reset would make it to where it will just magically work -_-

    I kid you not I've been stuck on this for a few months now, just to get this one single animation swap thing to work and proceed beyond the first frame.
    I could move past it, but it's kinda of a really important detail of my mechanics so it's not as simple as "move on and come back to it later"

  8. #8
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    and now is when I kick myself...

    "counter" =< 100
    - Change Animation Sequence to 100%

    Changed that to counter being = 100 and magically it works like it should have all along.

  9. #9
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    That’s great news

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