01-22-2011, 08:45 PM
The sluggish controls for Gooey could be my fault.
For most animations in the game, I make each sprite last about 3 frames in the engine (the engine plays at 30 frames per second so that is about 100 milliseconds per sprite). So in this situation, it is possible to make the animations play up to three times as fast if I make each sprite take only one frame.
I also used a lot of interpolating between sprites to make them appear a lot smoother (like using scaling and rotation to make a 7 frame animation feel like a 23 frame animation, which is used a lot on Gooey in the engine).
Gooey's jump animation in the game right now is 7 frames (using 3 sprites). It seemed fine to me, but some people say it feels too sluggish.
This is another reason why I made the character designer. Because I plan to have people be able to edit and re-post the character files just like they do with the sprite sheets here (So people can edit the timing and speed of attacks and even the strength of attacks to make the characters more balanced).
For most animations in the game, I make each sprite last about 3 frames in the engine (the engine plays at 30 frames per second so that is about 100 milliseconds per sprite). So in this situation, it is possible to make the animations play up to three times as fast if I make each sprite take only one frame.
I also used a lot of interpolating between sprites to make them appear a lot smoother (like using scaling and rotation to make a 7 frame animation feel like a 23 frame animation, which is used a lot on Gooey in the engine).
Gooey's jump animation in the game right now is 7 frames (using 3 sprites). It seemed fine to me, but some people say it feels too sluggish.
This is another reason why I made the character designer. Because I plan to have people be able to edit and re-post the character files just like they do with the sprite sheets here (So people can edit the timing and speed of attacks and even the strength of attacks to make the characters more balanced).