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After my module's D&D, there is a delay over 5 seconds. I reduced the "Pause After" time to .1 The feedback on success and failure is only 3 seconds, and pause lasts longer than the feedback messages! I don't want to loose the feedback by adding a "go to the next slide" action on success or failure. Any thoughts on how to remove the pause?
Maybe you ignore that D&D slides automatically pause at 1.5 seconds. That pausing point is NOT visible on the slide timeline as is the case for quiz slides. Instead of what you did, decreasing that time, you should INCREASE it. Pausing point means that the playhead will pause at that point. If your Success/Last Attempt (it is not a Failure action, wrong term) are set to Continue, all the frames after the pausing point need to be visited before reaching the next slide. How long is the D&D slide?
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Maybe you ignore that D&D slides automatically pause at 1.5 seconds. That pausing point is NOT visible on the slide timeline as is the case for quiz slides. Instead of what you did, decreasing that time, you should INCREASE it. Pausing point means that the playhead will pause at that point. If your Success/Last Attempt (it is not a Failure action, wrong term) are set to Continue, all the frames after the pausing point need to be visited before reaching the next slide. How long is the D&D slide?
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I do not follow why increasing the the D&D pause time decreases the pause when produced, but it did work! Yay! Thanks!
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That means you need really to try to understand the Timeline, because you will bump into many problems if that is not the case. I have been writing several blog posts about it. Have a look at the most important one:
http://blog.lilybiri.com/pausing-captivates-timeline
Believe me, that is the number one stumbling block for most Captivate users.