I'm kind of a stickler for animation, and the ball throw animation in the beginning of battles always bothered me. The timing for each frame of the throw is very stiff, and I was wondering if I could reanimate it for the game. I would just need the correct assets, and a general idea of how it was animated in the first place. If it's manually timed in the code, then just tell me the timings for each frame, and I'll pass along a tighter timing for you, so that the timing can be adjusted (and if there's some rigid timing for it all, don't worry, I'll stay within that limitation).
Oh, and just for comparison, DPPt throwing animation is as follows:
Assuming 60fps.
1) Idle frame (as long as needed).
2) Throw frame 1 (18 frames). Sprite scrolls 5 pixels left every 2 frames (assuming no zoomed pixels).
3) Throw frame 2 (8 frames). First 2 frames don't scroll. Scrolling continues on frame 3.
4) Throw frame 3 (8 frames). First 2 frames don't scroll, and resumes on frame 3. Ball is released on frame 1 of this frame.
5) Throw frame 4 (as long as needed). Again, first 2 frames don't scroll, and resumes on frame 3. Animation is completed.
Question
Cosica
I'm kind of a stickler for animation, and the ball throw animation in the beginning of battles always bothered me. The timing for each frame of the throw is very stiff, and I was wondering if I could reanimate it for the game. I would just need the correct assets, and a general idea of how it was animated in the first place. If it's manually timed in the code, then just tell me the timings for each frame, and I'll pass along a tighter timing for you, so that the timing can be adjusted (and if there's some rigid timing for it all, don't worry, I'll stay within that limitation).
Oh, and just for comparison, DPPt throwing animation is as follows:
Assuming 60fps.
1) Idle frame (as long as needed).
2) Throw frame 1 (18 frames). Sprite scrolls 5 pixels left every 2 frames (assuming no zoomed pixels).
3) Throw frame 2 (8 frames). First 2 frames don't scroll. Scrolling continues on frame 3.
4) Throw frame 3 (8 frames). First 2 frames don't scroll, and resumes on frame 3. Ball is released on frame 1 of this frame.
5) Throw frame 4 (as long as needed). Again, first 2 frames don't scroll, and resumes on frame 3. Animation is completed.
Edited by CosicaLink to comment
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