[Ohrrpgce] Attack animation timing

James Paige Bob at hamsterrepublic.com
Sun Apr 3 20:29:52 PDT 2022


So I was thinking about making the speed of attack animations more
customizable.

I read through all the existing attack animations, and tried to figure out
how each one is organized

This spreadsheet has my results
https://docs.google.com/spreadsheets/d/1zAk_5QtEt9fHGQm52GOhrebzPmjQlHQm7o2pdWsaINs/edit?usp=sharing

I organized the tick delays into 3 categories: "Main Stage", "Flinch", and
"After Hit"

The Flinch is almost uniform. Only 3 of them deviate from the standard 3
ticks, and I am inclined to treat those as bugs, and fix them with no
backcompat bit.

Then I could make the flinch speed globally configured, and if we want a
per-attack or per-enemy override later, it would be easier to do.

For the Main Stage, and After Hit ticks, I could make a table of the
defaults. Then I could add some new values to attack data to allow
overriding them. Overriding the "Main Stage" would allow for attacks that
stay on screen longer or shorter amounts of time, and adjusting the "After
Hit" delay would let people get rid of the gap between chains

I could also add an option to adjust the speed at which animation frames
cycle. I remember that the Oscillate animation was timed to match the speed
of a projectile or reverse projectile.

Obviously I know there is a plan for animations which would include the
option for more frames. I'm hoping that my current plan won't interfere
with that, and can co-exist.

Thoughts?

---
James
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