Bug? ping pong animation with variable animation speed

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Post » Fri Jan 30, 2015 10:57 pm

Hi, I noticed that if I change the animation speed of a sprite every tick that uses "ping pong"
it plays like this: frame 0, 1, 2, 3, 4, 5, 4, 5, 4, 5, 4, 5...

This isn't the case when looping. I can work around this by reusing the images...but thats what ping pong is for, isn't it? :)
Maybe I'm doing something wrong but it works with loop, and i think it should work with ping pong too then, for consistency.

So, if this isn't a C2 bug
How do I... do this the right way?

I have attatched a .capx file for better understanding.

Thanks in advance
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Post » Sat Jan 31, 2015 12:16 am

That's really strange. Apparently the conflict comes when you combine the pong and the set animation speed every tick. I guess it's a bug.

For the moment just duplicate the frame without using pong property, you won't lose any graphic memory because it's the same image.

@Ashley when you have time this is very interesting
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Post » Sat Jan 31, 2015 12:34 am

The animation speed is negative when playing the animation backwards. You keep setting it to a positive value so it gets stuck.
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Post » Sat Jan 31, 2015 2:43 am

Awesome, thank you @ramones
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