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Thread: collecting coins (objects) / jump animation

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    collecting coins (objects) / jump animation


    hello;
    while trying Multimedia Fusion 2 i have encountered some strange issues that i can't quite understand.

    first is about collecting active objects for example coins, that should add up in a counter ( just coins in old super mario would do )

    i created one active object and put it on "destroy at player collision" and " add score +1 " - problem is, when i CLONE or COPY the item, the player still only can collect that first one i made, and not the copys or clones... he just walks past it - what's the error with this?

    also, i made a smooth character jumping animation, but it only shows the first frame of it, even tho the full animation is activated... ( I'm working with a collision bar and patched sprite over it )

    i've searched FAQ and tutorials for that stuff but didn't find anything close to that issue...

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    Clickteam Clickteam
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    Re: collecting coins (objects) / jump animation

    For the coins, if you clone an obejct that means you have more unique objects. You have to program the events for each one. What you really should do instead it duplicate the object by holding the control key, and dragging the object where you want to make a new one. Then events realted to it, if programmed correctly, should only affect each Instance of the object independantly.
    Working as fast as I can on Fusion 3

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    Re: collecting coins (objects) / jump animation

    Quote Originally Posted by LB
    What you really should do instead it duplicate the object by holding the control key, and dragging the object where you want to make a new one.
    LB's right there, but make sure that for coins:
    --Player collision Coin
    ==Add to Counter 1
    ==Destroy Coin

    Can't help with animations sorry.

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    Re: collecting coins (objects) / jump animation

    thanks for reading - but it still doesn't seem to worl, even with holding the control key, and dragging the object... although the conditions are definetly
    --Player collision Coin
    ==Add to Counter 1
    ==Destroy Coin

    i know it sounds logigal, it SHOULD work, but the coins just get ignored...
    *sigh* oh well, again thanks for trying to help anyway... =(

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    Re: collecting coins (objects) / jump animation

    Don't use collision. Use overlapping. "Player is overlapping coin"
    Working as fast as I can on Fusion 3

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