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Thread: Too fast animation speed

  1. #11
    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)
    Sparckman's Avatar
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    I'm not getting that behavior on my PC or my Tablet Pc. I think the problem might be that you need to update Fusion to the latest version
    or you have a problem with your video card. Some video cards glitch, you might need to find the correct drivers for your card.

    What version of windows are you using? and do you know what kind of video adapter you machine is using?

  2. #12
    Clicker Fusion 2.5Android Export Module

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    I've tried the animation_example.mfa too. On the first click, debugger reports animation frames 0 - 9 being displayed. Subsequent tries shows 1 - 9.

    Edit: Actually I did see the first frame once, very fast...

    Edit2: Most often it just skips the first frame altogether (except for the first try), but sometimes it decides to show it really fast.

    Edit3: Updated the example with a counter for frame 1.

    one_skipped_frame.mfa

  3. #13
    Clicker Fusion 2.5Android Export Module

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    Windows 7 Ultimate 64-bit English with Fusion 2.5 (R281.2) and tested on Intel HD Graphics 4000 and Geforce GTX 650m with the latest drivers.

  4. #14
    Clicker Fusion 2.5Android Export Module

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    I've reported the bug.

    Your workaround doesn't seem to work? Look at my attached file. Is this correct?
    Images attachées Images attachées

  5. #15
    Clicker Fusion 2.5Android Export Module

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    Seems like a lot of work to get something really basic to work... I assume this will get the highest priority since this affects basically all games.

  6. #16
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    http://community.clickteam.com/threads/36708-Animation-changing-and-skipped-frames

    If this is true, one would think this issue should be fixed by now.

  7. #17
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  8. #18
    Clicker Fusion 2.5Android Export Module

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    Increasing framerate makes the counter react more often on frame 1 (in one_skipped_frame.mfa), but still skips or runs extremely fast.

  9. #19
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    I filed a report about animations nearly a month back, not sure if they have looked into it yet.

    It's due to the animation playing before the change carrying over the time left from it's remaining animation frame, so if you play animation running at speed 100 then change to stopped speed 10, the very first animation frame of stopped will play and will carry over the timing from the final frame played of running, making it play super quick and off-time.

    Current fix for this? had to make my own animation system in the event editor to play animations based on counter values.

  10. #20
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Interesting finding, you can only notice it if you play the animation very slow. Have you submitted a bug report?
    I don't think it would stop me from making a game, specially when you're normally playing 12,24 FPS.

    This example shows how frame 0 is skipped the second time. One solution for now, would be start a frame 1.
    frame_zero.mfa

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