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Thread: Delay When Testing Frame/Application

  1. #1
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    Delay When Testing Frame/Application

    So in the game I'm making I've noticed a delay when I try to run the frame. Sometimes, when I test it, events will not function as they are supposed to but function fine a couple of seconds into the frame. To try and rectify this I ran the application instead (the game is currently only one frame) and noticed this causes the frame to begin a couple of seconds in. The game is an auto-runner and running the application to test causes the player to already have passed the first couple platforms.

    Is this just a common problem with Fusion 2.5 or is something wrong? Is there anything I can do to rectify the problem?

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    I've never experienced something similar, so I'd say this is not a common feature in fusion.

    To exclude there's something wrong going on inside your events,
    you could post an .mfa so that others could check?

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    I realised I'd cloned a frame so I could use one to test in without messing with my level. Strangely, deleting this cloned testing frame seems to have fixed my problem as the frame now runs from the beginning. Not sure what caused this, may have been an error on my end. I tried cloning the frame again to try and recreate the issue to confirm this was the problem but I can't seem to recreate my issue again.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Oh, like a loading-frame-freeze?
    Internal timer starting when all is loaded..
    then why does this happens only occasionally? ("sometimes")
    This have to do with "business" of the computer?

    If events are timer-based, setting timer at 00.00.00 at start of frame couldn't fix this?

    Maybe I've misunderstood everything

    EDIT: sorry I got up to switch off the oven and then finished posting... did'nt realize meanwhile everything was fixed!

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Thanks Snail, an interesting insight as always.
    Never had huge graphics on my games so I never noticed big lags on frame starts / nor that this could affect events.

    Mmmm, now that you mentioned... this could explain a strange behaviour I get on random basis,
    where my player remains in its "creation" position before camera starts chasing him,
    instead on teleporting to starting camera position where I would like him to be...

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    I remember from stone-age days of Klik'n Play I used to create a full-screen black active object,
    to cover all objects in the frame before they were repositioned/destroyed/set at right direction or animation,
    then in event editor i'd have destroyed the active at start of frame.
    Otherwise Knp would have shown up everything in the frame in a quick flash,
    while in this way it showed off a "more elegant" black screen...

    I can't recall if at the time there was no "create at start" option for objects,
    or If I missed that feature ...

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