I can see that virus false positives are a thing for clickteam fusion. That has to be frustrating. I am wondering if there is some way to resolve those errors.
Thank you for the explanation. Once I verify they are indeed false, I can restore those links. Do you still want the topic removed?
I will assume yes if I don't hear back from you today.
@1800thewolf: Yes, there are 3 variations, each with 4 frames of animation. Individually, each of the 3 sprite variants have 4 frames, but the variants go through a 6-frame cycle: 1, 4, 3, 2, 1, none:
The animation is divided into columns, where each new column goes through the 6-frame cycle, and each column is a different variant than the column to each side. So, the first (fully visible) column in Clint's example animation is Variant B. When the next column appears to its right, the new column is Variant C, then Variant A, then B again and so on.
The sprites in each column cycles through the 6-frame animation 1, 4, 3, 2, 1, none, but always staying within that column's variant.
Note also that, although the sprites are 64x64 pixels, the columns are 32 pixels apart, so there is a 16-pixel overlap on each side to get the ice to look like one contiguous chain of ice without actually making any one peice of ice move laterally.
Hopefully that helps you understand how to replicate Clint's example animation above. Let me know if you have other questions.
And now under CC0! Woo! Thanks for your generosity, VSG!
Pride well earned!
I can see that virus false positives are a thing for clickteam fusion. That has to be frustrating. I am wondering if there is some way to resolve those errors.
Thank you for the explanation. Once I verify they are indeed false, I can restore those links. Do you still want the topic removed?
I will assume yes if I don't hear back from you today.
That exe is giving some dubious returns. Please do not add that link any more until you are able to explain why it would show up with several threats.
@1800thewolf: Yes, there are 3 variations, each with 4 frames of animation. Individually, each of the 3 sprite variants have 4 frames, but the variants go through a 6-frame cycle: 1, 4, 3, 2, 1, none:
The animation is divided into columns, where each new column goes through the 6-frame cycle, and each column is a different variant than the column to each side. So, the first (fully visible) column in Clint's example animation is Variant B. When the next column appears to its right, the new column is Variant C, then Variant A, then B again and so on.
The sprites in each column cycles through the 6-frame animation 1, 4, 3, 2, 1, none, but always staying within that column's variant.
Note also that, although the sprites are 64x64 pixels, the columns are 32 pixels apart, so there is a 16-pixel overlap on each side to get the ice to look like one contiguous chain of ice without actually making any one peice of ice move laterally.
Hopefully that helps you understand how to replicate Clint's example animation above. Let me know if you have other questions.
All medals awarded! Front page announcement updated!
It counts. I also recommend adding a short blurb to the description outlining what was added/changed recently.
Also, bumped.
done.
Xenocium will be bumped once Dwarf bases is off of top 6.
Done
Pages