Difference between revisions of "SPG:Animations"
From Sonic Retro
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− | Notes: To convert the frame duration into an animation/image speed for Game Maker or a | + | Notes: To convert the frame duration into an animation/image speed for Game Maker or a similar program, divide 1 by the frame duration |
(for example: 1/(8-absolute(X speed)) ) | (for example: 1/(8-absolute(X speed)) ) | ||
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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. | 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. | ||
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===Idle=== | ===Idle=== | ||
− | The game waits 288 steps before starting the wait animation, and | + | The game waits 288 steps before starting the wait animation, and when the waiting is playing, it waits 24 steps before advancing to the next frame. |
===Walking and Running=== | ===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 | + | 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 when at full speed (spinning feet). |
===Jumping=== | ===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. | + | 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 | + | So it is effectively 5-absolute(X speed at take off) |
===Rolling=== | ===Rolling=== | ||
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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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Revision as of 04:07, 9 January 2013
Notes: To convert the frame duration into an animation/image speed for Game Maker or a similar program, divide 1 by the frame duration (for example: 1/(8-absolute(X speed)) )
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.
Contents
Sonic Animation Speeds
Idle
The game waits 288 steps before starting the wait animation, and when the waiting is playing, 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 when 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 effectively 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.