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Thread: Importing custom animated sprites mid-game

  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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    Importing custom animated sprites mid-game

    I'm wanting to make a game in which players can draw out their own characters, including animations. From what I'm aware of, Active Picture is only able to bring in single, static images.

    Is there a technique to do this, or even an extension specifically tailored to that purpose? How many objects could you reasonably use this for before you start pushing the limits of MMF2 and/or average computers?

    If there's no way to do this, I can potentially use a Scribblenauts kind of system with individual parts that simply "swing about" for each animation. In which case, I need to know how many Active Picture objects are realistically feasible?

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

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    In 'Animation' under an Active Object action is the option to 'load frame', I guess this is what you are after At a guess, you would need to run through a loop of files to load in each frame of animation.

  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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    Ohoho, that will most certainly do the trick! Thanks!

    I do have a followup question, though... Is there a way to add or delete frames from an object through Events? From what I can tell, Load Frame simply replaces an existing frame. When I tried doing a Load Frame in a frame that didn't exist (four frames in the animation, loaded into slot 5), it didn't take.
    I could just manually implement the loop, but I'm sure that'd add on to the resources the game'd have to take up.

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