Feature request: bounceframe

Hi,

In 'fall' animations, you can set 'dropframe' and 'landframe' to set which frame to jump to when the character is descending and touching the ground, respectively.
It would be great if OpenBOR would allow us to set 'bounceframe' too, which would be used after the character has landed from a fall and is bouncing up again.

Thanks for considering,
 
I understand what you ask but honestly I think it would be better to split the fall animation into different animations.
Mugen, for example, split it in many different animations (more because Fighting Games are a diffrent animal):
5030Stand/Air Hit backLooptime around 10-20
5035 optStand/Air Hit transitionLooptime around 5-15 (See Note 3)
5040Air RecoverNo loop
5050Air FallNo loop
5060 optAir Fall (coming down)No loop
5070Tripped
5080LieDown Hit (stay down)(See Note 4)
5090LieDown Hit (hit up into air)
5100Hitting ground from fallLooptime around 3
5160Bounce into air
5170Hit ground from bounceLooptime around 3 or 4
5110LieDown
5120Get up from LieDown
5140 optLieDead (first rounds)
5150 optLieDead (final round)
5200Fall-recovery near ground
5210Fall-recovery in mid-air

I can't find it right now, but I know @Kratus has a script to use multiple landframes which could be used here.
 
I understand what you ask but honestly I think it would be better to split the fall animation into different animations.
Mugen, for example, split it in many different animations (more because Fighting Games are a diffrent animal):
5030Stand/Air Hit backLooptime around 10-20
5035 optStand/Air Hit transitionLooptime around 5-15 (See Note 3)
5040Air RecoverNo loop
5050Air FallNo loop
5060 optAir Fall (coming down)No loop
5070Tripped
5080LieDown Hit (stay down)(See Note 4)
5090LieDown Hit (hit up into air)
5100Hitting ground from fallLooptime around 3
5160Bounce into air
5170Hit ground from bounceLooptime around 3 or 4
5110LieDown
5120Get up from LieDown
5140 optLieDead (first rounds)
5150 optLieDead (final round)
5200Fall-recovery near ground
5210Fall-recovery in mid-air

I can't find it right now, but I know @Kratus has a script to use multiple landframes which could be used here.

It's also a bit more work than it looks like to split because the fall and land code in OpenBOR works in a fundamentally different way. Moreover, OpenBOR already separates pains and falls, but does so by attack type rather than sequence state, so it's a multiplicative issue to add another form of separation. I'm not averse to the idea at all, but right now there's just too much on our plate to add stuff like this when almost no one would use it and those who would already have methods to add it themselves.

DC
 
I'm not averse to the idea at all, but right now there's just too much on our plate to add stuff like this when almost no one would use it and those who would already have methods to add it themselves.
Yeah I know, my post was more hypothetical than a suggestions, because I understand this would be too much work for little reward.
This is why I talked about the scripted version.
 
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