I tried it out, what do you think?
One thing that is weird is when I juggle the enemy on the ground while lifted, it immediately goes from lift to peak, making it look strange.
Code:anim fall landframe 10 dropframe 8 delay 2 offset 800 650 bbox 700 380 252 290 frame data/chars/soldier/fall101.png ###lift move 10 frame data/chars/soldier/fall101.png move -10 frame data/chars/soldier/fall101.png move 10 frame data/chars/soldier/fall101.png move -10 frame data/chars/soldier/fall101.png move 10 frame data/chars/soldier/fall101.png move -10 frame data/chars/soldier/fall101.png move 0 sound data/sounds/male_pain.wav delay 1600 frame data/chars/soldier/fall101.png delay 10 bbox 700 380 252 290 frame data/chars/soldier/fall102.png ###peak delay 1600 bbox 700 380 252 290 frame data/chars/soldier/fall103.png ###fall delay 20 bbox 100 365 322 91 offset 236 446 frame data/chars/soldier/fall2.png ###down
Looks pretty good. Now they just need a rise animation. Also, no need for long delays, just use an infinite delay instead. Any negative delay is infinite. I like -1000 as a standard. Like this:
Code:
landframe 10
dropframe 8
delay 2
offset 800 650
bbox 700 380 252 290
frame data/chars/soldier/fall101.png ###lift
move 10
frame data/chars/soldier/fall101.png
move -10
frame data/chars/soldier/fall101.png
move 10
frame data/chars/soldier/fall101.png
move -10
frame data/chars/soldier/fall101.png
move 10
frame data/chars/soldier/fall101.png
move -10
frame data/chars/soldier/fall101.png
move 0
sound data/sounds/male_pain.wav
delay -1000
frame data/chars/soldier/fall101.png
delay 10
bbox 700 380 252 290
frame data/chars/soldier/fall102.png ###peak
delay -1000
bbox 700 380 252 290
frame data/chars/soldier/fall103.png ###fall
delay 20
bbox 100 365 322 91
offset 236 446
frame data/chars/soldier/fall2.png ###down
HTH,
DC
