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Thread: Small animation glitch which I can't seem to find a fix for.

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    Small animation glitch which I can't seem to find a fix for.

    So the glitch goes like this, you make an active play an animation at speed 50, then you swap the animation being played via an event to something else which uses speed 25, the bug is when the first frame of the changed animation plays, it will play at speed 50 until frame 2 where it then becomes at speed 25. It also seems that when you swap frames it does not reset the animation beginning timer, say that it takes 5 rendered in-game frames to change between each animation frame like for example a running loop, when you change to a jump loop the first frame of that new animation will not reset to the beginning of the ammount of rendered frames needed before progressing and carry over from the original animation frame. (sorry if that is rather messy to read, hard to explain!)

    This has been around for a while but it's starting to get in the way of my game looking good animation wise, because I use a lot of different animations which merge into each other at any point it's making the first frame of a changed animation play too fast and causing this problem and I can't seem to do any work around, setting frames to 1 and such in events does not fix this problem.

    I can file a report if needed, the best way to check animations is to set your game to a low frame rate and then make your player or active move around changing animations, the first frame will always be off.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    UltimateWalrus's Avatar
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    I can't speak to bugs in Fusion, but if you need rock-solid control of your animation, one brute-force workaround is to keep track of animation timing in your Alterable Values, and use Always->Set Frame to control your animation manually. I've done this many times though most of the time it's probably overkill.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    I did think about doing that but I am also doing my best to watch out for wasted power as it's for iOS also, i've always tried to keep the game running on 5th gen ipods and 4S phones and above, it would also mean changing a lot of my animation events.

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module

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    THIS IS MAJOR!!!! it's a fundamental flaw! Why has this not been fixed??? Did u ever report it as a bug Diablohead?

    I've attached an example file of the bug.

    PLEASE FIX THIS CLICKTEAM
    Attached files Attached files

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