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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Clown Shield - 21 frames
So I've got this shield all sprited out that will hopefully spring a boxing glove out of it. The problem is that the animation for the shield is 21 frames, and I don't know how to work with so many sprites. In particular I am confused about SpriteAnimDuration. Any help? The file is attached below.
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Tue Jun 09, 2009 1:06 am |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Clown Shield - 21 frames
Just a hypothesis, but I would think SpriteAnimDuration would be how long the animation is active before either idling or stopping altogether. Perhaps in intervals.
If there was a way to change the number of frames per second one could possibly change the speed of the animation. I'll check out the code for a better look, though.
EDIT: Well... what if the device itself emitted the glove, which had its animation... and then, uh... you'd still have to determine the animation speed, which could possibly be determined by SpriteAnimDuration... I think. I've really been wondering about variable animation speed myself, honestly.
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Tue Jun 09, 2009 4:22 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Clown Shield - 21 frames
SpriteAnimDuration simply defines how long the engine takes to show all the frames in a sprite. It is measured in milisseconds, so a SpriteAnimDuration of 1000 means that your sprite will take a single second to show completely, 2000 = 2 seconds, etc.
To determine how long each frame will last, divide the total duration by the number of frames. For example, 20 frames in 2000 milisseconds would make each frame last 2000/20=100, that is, 0,1 second.
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Wed Jun 10, 2009 3:40 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Clown Shield - 21 frames
AgentBaron wrote: Just a hypothesis, but I would think SpriteAnimDuration would be how long the animation is active before either idling or stopping altogether. Perhaps in intervals.
If there was a way to change the number of frames per second one could possibly change the speed of the animation. I'll check out the code for a better look, though.
EDIT: Well... what if the device itself emitted the glove, which had its animation... and then, uh... you'd still have to determine the animation speed, which could possibly be determined by SpriteAnimDuration... I think. I've really been wondering about variable animation speed myself, honestly. Yeah, that's what I thought SpriteAnimDuration was about. I mean, that's exactly how it sounds. It's just that if I give it a high value, it doesn't seem to play the frames at a slower speed at all. They always play out the same: about 2 or 3 quick and sketchy frames, then nothing.
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Wed Jun 10, 2009 6:16 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Clown Shield - 21 frames
Anyone?
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Fri Jun 12, 2009 9:39 pm |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Clown Shield - 21 frames
Have you tried giving it a very low number?
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Mon Jun 15, 2009 3:26 am |
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