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Thread: Jumping to a frame after ending an animation problem

  1. #1
    Clicker Multimedia Fusion 2

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    Jumping to a frame after ending an animation problem

    Hello, just a problem relating to my platform game:

    When the players life counter equals zero, I have the player sprite change the animation sequence to a dieing animation. I then have it so that when the dieing animation is over, the frame jumps to the game over frame.

    This works fine in one frame, but in another frame for some bizarre reason when the dieing animation is finished it just reverts to the stopped animation instead of jumping to the game over frame.

    I have no idea why this is happening only in some frames, it makes no sense at all. In both frames the player collision for the ground is based off a obstacle background object, so there are no differences with the platform collision code.

    The only difference I can notice is the frame where it doesn't work has multiple layers, while the other frame where it works has 1 layer.


    Anyone have any ideas what the problem could be?

  2. #2
    Clicker Fusion 2.5Mac Export Module
    Zem's Avatar
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    it may be due to the ordering of the actions, are they set up in the same order?

    you can see the ordering easier the in alternative event editor screen, (the icon to the right of the event editor) cant remember what its called.

    just a guess, also i'd suggest putting your mmf code against your profile here or state you're using a demo or something,you'd probably get more feedback.

  3. #3
    Clicker Multimedia Fusion 2

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    Ok I figured it out...

    I changed it so that once the dieing animation is over, I jump to frame 32 by using the calculation '32' instead of just selecting frame 32 from the default window. Frame 32 is the game over screen.

    Anyone know why this is? Is this a bug with the default 'jump to frame' selection window?

    Before I changed it to 'use calculation' the frame where the jump actually worked was closer to frame 32, while the one where it didn't work was earlier on. Also the code for the death and frame jump is being stored as a global event.

  4. #4
    Clicker Fusion 2.5Mac Export Module
    Zem's Avatar
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    no idea sorry matey, sounds like a bug to me, probably worthwhile reporting it in the Owners lounge

    [edit] sorry this is probably the best place for this, am sure someone will have a look.

  5. #5
    Clicker Fusion 2.5 DeveloperiOS Export ModuleMac Export Module
    Enchantainment's Avatar
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    I'd just like to say that I have encountered this exact same problem. I've used the "Jump to frame" function countless times across different projects, then for some unknown reason, the second frame of my current project just flat out refused to end the frame at all. It just kept the frame playing as if I hadn't told it to jump to frame 1. It's been enraging me for the past day, but the solution seems to be exactly as you described. Using the calculation corrects the issue and ends the frame. This is a very bizarre bug that seems quite elusive, as no one else seems to have reported it.

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