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Thread: The learnening

  1. #1
    Clicker Fusion 2.5HTML5 Export Module
    cynicalcoffee's Avatar
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    The learnening

    Hi guys! I've been lurking here and there when I have problems, but I do believe this is the first post I've made! I have a conundrum involving an animated spike tile I made. Not a problem, really, and I actually think what it's doing is kind of cool, but I'd like to understand why it's behaving the way it is.

    The tile in question: spikes.gif spikes.gifspikes.gifspikes.gif

    That motion is the one it's supposed to have, and when tiled horizontally, they all animate at the same speed in sequence with each other. That is, until I cloned it. If the tiled clones are in frame when the application starts, they all play in sequence, but when they go off frame, and then come on again, they go out of sequence. This applies to clones which start out of frame as well. The original active object is consistent no matter what, though. You can find a link to my 'game' (there are no win or lose conditions, or enemies, so using that term very loosely) here

    Thanks much, and thank you for such lovely software! I've really been enjoying myself, even though I still have barely any idea what I'm doing >_>

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    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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    Set "Inactive if too far from frame" to No instead of Automatic for the tile. It's in the Runtime Properties of the object.

  3. #3
    Clicker Fusion 2.5HTML5 Export Module
    cynicalcoffee's Avatar
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    That worked, thanks! The original sprite is also set to automatic, though, so why are only the clones affected?

  4. #4
    Clicker Fusion 2.5HTML5 Export Module
    cynicalcoffee's Avatar
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    Surprise! I have more questions! Unfortunately, this time I actually do have a problem. Last week I saw in someone else's thread that they used a static object to get the player to stick to walls, and I thought that was a great idea! I'm having some problems with the execution, though. I have it set to if you collide with a certain type of wall while holding shift, the static object will set its position to the player object, make itself visible, and the player object will be temporarily destroyed. The player object being destroyed and recreated, and the static object making itself visible/invisible is handled by checking an alterable value on the static object.

    That's all working fine, except on html5 export, more on that later, but I'm having a hard time with the hotspots. My static object is always offset from the wall it's adhering to by a little bit. I've mitigated it by manually adjusting the hotspot on the static object, but there's occasionally that pixel or two between the character and the wall. I can deal with the static object being a tiny bit inside the wall, but I'd like to eliminate the gap entirely.

    My other problem is how I'm handling the events for sticking to the walls. When I run the program as an executable everything works like it's supposed to, but when I export to html5, destroying the character forces the window back to its initial view at the top left corner. I think this is because I have scrollings always set to center on the character, then the character is destroyed, so boom, back to initial view. When you hit the spacebar to recreate the player object at the static object's position, the window snaps back to the player object. For whatever reason this only happens on the html5 export, but I believe I do understand why it's doing it. I'm just a bit fuzzy on the alternatives, haha.

    Anyway! Html5 build here. WASD to move, space bar to jump, hold shift to adhere to the orange pillar.

    MFA file here

    edit: I think I fixed the scrolling issue. Instead of always centering the window on the character, it only centers on the character while the alterable value of the static object is set to 0. When it sets to 1, signifying the character is 'stuck' to the wall, the window centers on the static object.

    Another thing I'm noticing more now is that in the html5 export of the project, when the character lands on a platform they can't immediately jump again. It's almost like there's a little bounce in the physics.

  5. #5
    Clicker Fusion 2.5

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    i have made your sticking to wall pixel-perfect (no gap) http://www.filedropper.com/leveltest

  6. #6
    Clicker Fusion 2.5HTML5 Export Module
    cynicalcoffee's Avatar
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    Thank you! Looking at the events you wrote now!

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