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Thread: Clickteam Fusion 2.5 Patch Request

  1. #11
    Clicker Fusion 2.5 (Steam)

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    No way to do the Apppath$+"Data/" method for graphics? Thats a shame. It would make thinks a little easier on my end, maybe.

    Thanks though, Music would probably be the data guzzler. I was kind of worried when I saw that the EXE for what I have (Barely anything) was already 2.6mb, but I just did a blank EXE out of sheer curiosity and that was 2.2mb. I think I'll be fine.

  2. #12
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module

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    No way to do the Apppath$+"Data/" method for graphics? Thats a shame. It would make thinks a little easier on my end, maybe.
    Sorry if I was not clear enough. You can do this for graphics as well. Just use the active picture object.

  3. #13
    Clicker Fusion 2.5 (Steam)

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    Ah, sorry. I was thinking regular Actives when you said "Active picture". My bad.

    Unfortunaly the Active Picture object doesn't seem to have the functionality I need, which is a shame. This is good to know for other stuff though, so thanks for the help.

  4. #14
    Clickteam Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    Simon's Avatar
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    You can actually load frames into the active object at runtime. It is not the most straight forward process admittedly but it can be done.

  5. #15
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module

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    Quote Originally Posted by Dengarde View Post
    Ah, sorry. I was thinking regular Actives when you said "Active picture". My bad.

    Unfortunaly the Active Picture object doesn't seem to have the functionality I need, which is a shame. This is good to know for other stuff though, so thanks for the help.
    What functionality do you need?

    You could still use the active as hidden "controller" while the active picture objects just acts as the "animator".

  6. #16
    Clicker Fusion 2.5 (Steam)

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    I was hoping to be able to control which one are being pulled via expression. Something like

    Start of Frame
    Create Object > Active Image from Apppath$( "Data/sprites/" + Str$(AltValueA("ObjectA") + "Filename"). I do that same thing for .INI files to allow for easy Multi-language functionality, and it would not only keep the .EXE data to a minimum while I can still use it for near unlimited resources, but would also allow for mod-ability on the users part, should they wish it.

    Unfortunatly, it seems you can only do it from set paths using the Active Picture, and I'm not entirely sure how to use sprite sheets this way.

    :Edit: I R STOOPID. I failed to see the "Use Expression" button on the file select. That might be exactly what I need. Now if I can figure out animations using it, I think I'd be all set!

  7. #17
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module

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    I do animations the following:

    Make one string variables: "animation_type"
    Make variables: "animation_value", "animation_end", "animation_speed", "animation_tick"

    This gives you full control over your animation including on the fly slowmo or speedup or even total freeze.

    Always add +1 to animation_tick
    animation_speed should have a set number of frames per second that you want an update, lets say 6. If your application is set to 60fps, then you will get an 10fps animation.

    Once the animation_tick values = or > animation_speed, set animation_tick to 0 and add +1 to animation value. At the same time update the animation by loading from your external path.

    You need some sort of file structure for this to work, lets say you have an "data\animation" subfolder and the animation frames are saved like this: "walking_1.png, walking_2.png etc."

    animation_type string should say: "walking_"

    Load up the path apppath$ + "data\animation\" + animation_type + str$(animation_value) + ".png"

    Once animation_value is = or > animation_end the animation_value is set to 0 again so the animation will run in a loop.

    To summarize: the active picture objects loads the current animation frame based on the game tick you have setup (Always +1 --> at 6 you change animation frame --> 10 animation frames per second if FPS is set to 60 frames per second in the application properties.

    If you need an example PM me with some animation frames and I make an example for you.

    Cheers

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