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Difference between revisions of "SPG:Animations"

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While balancing, the animation waits 16 steps before advancing a frame.
 
While balancing, the animation waits 16 steps before advancing a frame.
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[[Category:Sonic Physics Guide|Animations]]

Revision as of 04:03, 9 January 2013

Notes: To convert the frame duration into an animation/image speed for Game Maker or a simmilar program, divide 1 by the frame duration (for example: 1/(8-absolute(X speed)) )

If the relation between the X speed and the framerate means it will wait less than one step before advancing a frame, it is just set to 1. So it is actually, for example maximum(8-absolute(X speed), 1)

The following is based off of Sonic 1/2. Speeds in other games might be different. Though I think they are pretty much the same.

Sonic Animation Speeds

Idle

The game waits 288 steps before starting the wait animation, and after the waiting starts, it waits 24 steps before advancing to the next frame.

Walking and Running

When walking, the animation waits 8-absolute(X speed) steps before advancing a frame. This is the same in Sonic 1, 2 and 3. This remains even ehen at full speed (spinning feet).

Jumping

Jumping works slightly differently. The animation waits 5-absolute(X speed) steps before advancing a frame, but the speed does not seem to change after you press the button. In other words, the animation remains the speed it was when you left the ground until you land.

So it is actually 5-absolute(X speed at take off)

Rolling

Rolling works the same as jumping, but the speed changes as normal. 5-absolute(X speed)

Pushing

The animation waits 32 steps before advancing a frame when pushing.

Balancing

While balancing, the animation waits 16 steps before advancing a frame.