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More frames - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +--- Thread: More frames (/showthread.php?tid=10838) |
More frames - Delsin - 03-22-2018 Hi, I have a big problem, I would like to create a character with more smooth graphics, I mean the character to have more frames: -from 4 looped frames = (5>6>7>8>7>6) to 6 next 1 by 1 frames (5>6>7>8>X>Y>5) of walking. -the same situation of running and other same frames. I found old topic, when someone give advice(Walking Frame Order ?): - https://www.lf-empire.de/forum/showthread.php?tid=7662 But it's not working. I don't know how I can do this, so I ask u forum's members. I hope you can help me solve this problem PS: Sorry for my english, it's not my native language. RE: More frames - STM1993 - 03-23-2018 Unfortunately there isn't a way to add new frames in a way that makes the animation go smoothly. You see, the problem is the way walk/run loops: Code: walk = 5->6->7->8 -> 7->6->5
run = 9->10->11->10->9.Code: 5->305->6->306->7->307->8->308 -> 7->307, 6->306, 5->305.
9->309->10->310->11->311 -> 10->310->9->309So this trick is pretty much limited for DCing tricks like making the character heal himself automatically even when walking/running, rather than for animation. For running, there is one possible alternative, but it comes at the cost of gameplay. Instead of using state 2 for the running, you can use state 301 (which uses the dvz value stated in running_speedz) and put in a dvx: value in the running frame itself, and use next: to control the running animation. This allows complete control over the running animation. However, it has several side-effects/costs: 1) While running diagonally, you don't lose any speed along the x-axis. Running diagonally normally reduces your x-axis speed to 5/6 of the original value. 2) In order to add run attack, you must add hit_a. The character cannot detect whether he is carrying a weapon when you press A while running. Therefore, the character always does the same run attack, regardless of whether you have a weapon or not. 3) You have to add a new frame for hit_j to allow the character to dash like before - in other words you need to make a "fake dash" by making a frame with, for example, state: 15 wait: 0 next: 213 dvx: 18 dvy: -10 dvz: 5. This can make dash attack inputs a bit less responsive. 4) The biggest problem: there is no hit_back detection to make the character stop running when you press <. The only way to make this work is to add an mp: -1 tag with hit_d: xxx, and then in frame xxx, it needs to have yet another mp: -1 tag with hit_d: yyy. This is so that when you press D, you will still roll, but holding < for long enough(or you run out of mana), you will stop running as per normal. However, this new method of stop_running is nowhere as sensitive and you can actually end up rolling instead of stop running if you simply tap < gently. tl;dr: there is no good way to increase the number of frames in walking/running for the sprite animation. |