Changing Animation Speed breaks looping ping pong

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6 looping tracks to use in your games and projects. These tracks are in the style of the 1960s detective movie genre.
  • Problem Description

    Changing the animation speed every tick (like matching animation speed to sprite's movement speed) breaks a looping animation that has been set to ping pong. Instead of smoothly changing the animation speed it stops using all the frames and only uses 2 frames.

    This only occurs with ping pong selected. If you loop without ping pong it works ok.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/358 ... speed.capx

    Description of Capx

    Watch the flapping animation. Click "fluctuating speed" to set the animation based on a sine. Click "Static Speed" to set the animation speed to a set number.

    Steps to Reproduce Bug

    • Create Animation that loops and ping pongs
    • Change animation speed per tick
    • breaks!

    Observed Result

    The animation loops using only a couple of frames rather than the whole set.

    Expected Result

    It should smoothly change the animation speed without breaking the animation's flow and should use all the frames instead of a couple.

    Affected Browsers

    • Chrome: (YES)
    • Node: (YES)

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    R221 64 bit Steam

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  • Closing as .capx link is 404 not found. Please leave your files available so we can review the bug report at a later date.

  • Closing as .capx link is 404 not found. Please leave your files available so we can review the bug report at a later date.

    Can you please reopen this? Sorry, I accidentally removed the file cleaning up my dropbox. The link works now.

  • I would, but I looked in to it and it's not a bug: when playing in the reverse part of the ping-pong animation, the animation speed is negative, indicating it is playing in reverse. By setting the speed to a positive value, you are continually forcing it to play forwards.

  • when playing in the reverse part of the ping-pong animation, the animation speed is negative, indicating it is playing in reverse.

    Oh wow, is that documented anywhere? I'm just wondering how one would go about implementing this. Checking whether animation speed is positive or not every tick?

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