Solved Frames & Delay

Question that is answered or resolved.

Grit

Well-known member
Whats the best number to set delay of frames at?
Not a fan of choppy animations and could use some advise on the basics.
 
Typical idle animations (i.e. similar to arcade vs. fighters - Alpha, KOF, CVS, etc.) would be about 12. However, there's no standard, and there isn't meant to be. Every animation is different. If you want smoother animations, you need more unique animation frames in a given time-space. It's really that simple.

As an example, Valis here from my original IP has six idle frames playing at a delay of 13 each:

valis_yuan_idle_lrg.gif

Also note if you are using animation frames to simulate movement (ex. jumping, hops, sliding, etc.) you are doing it very, very wrong. Frames are only for visual transition between sprites, not movement.

HTH,
DC
 
Whats the best number to set delay of frames at?
Not a fan of choppy animations and could use some advise on the basics.
Indeed there's no exact value which works for everything because animations can have countless variations. In case you are trying to replicate an already existing game like SF or KOF I suggest to follow the same (or at least closest) delays from the original games.

As an example, during my SF vs KOF game development I always compared mine and original side by side to check if the animation fluidity looks the same. It goes to the hit pause too.

 
However, there's no standard, and there isn't meant to be. Every animation is different.
This is the confirmation I needed!
Indeed there's no exact value which works for everything because animations can have countless variations. In case you are trying to replicate an already existing game like SF or KOF I suggest to follow the same (or at least closest) delays from the original games.

As an example, during my SF vs KOF game development I always compared mine and original side by side to check if the animation fluidity looks the same. It goes to the hit pause too.

Whats funny is that each character move like they still in their own game respectively.
Its that close to the original.
You don't mind if I take a look into to your game.
It does a lot of things I'm yet to learn and implement.
 
No problem friend, you can download the game at the resources section, unpack and use any code that may be useful for your project :)
Your entire game is useful
Your game cover things I'm yet to learn with perfect examples to learn from.
I was worried about custom scripts for my slams and so much more.
Your game cover it.
When I create combo in any game the only thing that can limit me is the game design itself.
I feel like Ares when he finally got hold of Pandora's box in GOW.
The combo potential will be crazy with slams,supers and projectiles your game bring along with @machok and @maxman among others greats to the table.
You have my thanks.
 
my two cents on delay:

Some animations, like walk, will use different delay values depending on some factors;
- Number of frames
- speed/distance traveled

There is no magic formula - you will have to do trial and error. But you need to avoid making the character look like he is sliding (due to very long delay frames at low speed) or that he is running in place (due to very short delays and the character has high speed).
 
you need to avoid making the character look like he is sliding (due to very long delay frames at low speed) or that he is running in place (due to very short delays and the character has high speed)
I been trying to get the right balance between frames and almost came to the conclusion of a magic number but train of thought has been derailed.
Each anim will have their own delays!
I dodge quite a few pitfalls here at CC.
Your opinion is appreciated.
 
Ah, one thing I forgot to mention: the resolution of your game MATTERS. Making a game for 480x272 is very different than making a game for 1920x1080, as speeds change, distances change and even gravity and camera speed are different.

If you make a game in 1920x1080, you need to deal with the walking speed, so the player doesn't get the impression that it takes him all day to cross the screen.
 
Ah, one thing I forgot to mention: the resolution of your game MATTERS. Making a game for 480x272 is very different than making a game for 1920x1080, as speeds change, distances change and even gravity and camera speed are different.

If you make a game in 1920x1080, you need to deal with the walking speed, so the player doesn't get the impression that it takes him all day to cross the screen.
Whats best in this regard?
I never considered it really.
Kratus provided me with stf vs kof!
I'm sure the game is FHD.
@Kratus you should change Shingo to Shin Gouki and give the training room a go.
the fight is amazing 👏
I like how you used riseattacks for rolls.
I personally prefer cancel into a million freespecials along with follow!
The slams are great as well.
The way the fight go stf3 parry could work here.
Personally I'm not a fan of using stf 3 sprites cause they so unique and can't be matched!
This game would look crazy if you used svc chaos or svc 2.
I would like to do something with snk sprites only. Kof 2003 would be perfect since Garou's art style matches it.
Think of your next project as if you doing a SOR remake then you can't go wrong.
Everything even the new addition look like they belong
I notice!
Sagat got the part of the projectile in his fireball animation buy not the fireball it self.
I get that now.
 
Last edited:
Back
Top Bottom