adding duplicate frames to a view

Started by fire7side, Sat 01/02/2025 00:50:00

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fire7side

I'm experimenting with a character walking on a 640 x 360 background by replacing the roger view with my own character which is quite a bit larger.  Using 8 frames the character moves too far and looks stuttering so I am trying to add duplicate frames in the view of each frame to smooth it out.  I can then shorten the pause rate between frames.  But I can't figure out how to add an extra frame of each sprite.  It just has a selection to add them all.  If I hit create new frame it makes a copy of the next frame in the sprite loop and it's at the end of the view.  I could do it in an art program and reload them in the sprite folder but I thought I might be missing something.  Just getting started.  It's mainly the size of the character, because it's bigger.

fire7side

#1
OK, I figured out how to do that by right clicking in the sprite folder and choosing add to view.   Sorry about that.

Khris

There's no need to add duplicate frames to the view; this will in fact make things worse. The proper fix is to adjust the MovementSpeed value(s) of the character (which is actually the pixels they move in-between frames) until they stop ice-skating / moonwalking. This value is identical to the number of pixels their feet move backwards while touching the ground in your walkcycle frames (i.e. this value is completely determined by your frame sprites and never needs to change again).

Next, you adjust the AnimationDelay until they have a reasonable walking speed. A lower value means faster movement.

fire7side

I did all that but I think it needs more frames.  I am going to actually add frames to the animation.  The down looks ok because it's 640 x 360, so the frames don't stutter when the character walk looks right, but I can't get the left/right to not stutter when the walk looks right because it is moving too far, unless it's just the long size of the pixel, but I'm pretty sure I can make it look a little better if it has a few more frames in the sideways animation.  Anyway, I want to experiment so it looks the best.  Thanks for the comment.

Danvzare

#4
Quote from: fire7side on Sat 01/02/2025 19:40:54I did all that but I think it needs more frames.  I am going to actually add frames to the animation.  The down looks ok because it's 640 x 360, so the frames don't stutter when the character walk looks right, but I can't get the left/right to not stutter when the walk looks right because it is moving too far, unless it's just the long size of the pixel, but I'm pretty sure I can make it look a little better if it has a few more frames in the sideways animation.  Anyway, I want to experiment so it looks the best.  Thanks for the comment.
Khris is absolutely right, adding additional frames is just going to mess things up. Especially since you can just mess with the animation delay not only for the entire view, but for the individual frames.

If you've done that and it's still not sorted it for you, and since you're complaining about stuttering, is it possible that the thing you're complaining about is actually the MovementLinkedToAnimation setting? (It's something that comes up as a problem constantly with newcomers. At least once a year judging by my post history, since I usually chime in whenever it comes up.)
Try setting it to false and then messing with the animation delays. With it set to true (which it is by default), you get a very jerky movement that you may be interpreting as "stuttering" but is actually an anti-gliding effect (to make the movement more like the classic point and click adventure games).

Here's a comparison with it set to True and False, so you can see what I'm talking about:


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