Issue with number of animation frames still a thing? (4.5.6)

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BentPawGames
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Issue with number of animation frames still a thing? (4.5.6)

Post by BentPawGames » Tue Sep 15, 2020 5:01 am

I remember something with NESmaker where your player's animations had to be/ideally were all the same number of frames. Is that still an issue, and if so, is it known what conditions cause the issue (e.g., certain frame numbers, certain sprite sizes)? My player sprite is 2x2 and all animations are 4 frames, but now I have an animation that I might want to be 6 or 8. I didn't want to put the work in to creating it that way, have it work fine for now, only for it to glitch out later on as I add to the game :)
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AllDarnDavey
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Re: Issue with number of animation frames still a thing? (4.5.6)

Post by AllDarnDavey » Tue Sep 15, 2020 5:27 am

BentPawGames wrote:
Tue Sep 15, 2020 5:01 am
I remember something with NESmaker where your player's animations had to be/ideally were all the same number of frames. Is that still an issue, and if so, is it known what conditions cause the issue (e.g., certain frame numbers, certain sprite sizes)? My player sprite is 2x2 and all animations are 4 frames, but now I have an animation that I might want to be 6 or 8. I didn't want to put the work in to creating it that way, have it work fine for now, only for it to glitch out later on as I add to the game :)
I think it's just animation facing directions. Not all animations need the same frames, but all you're walk animations need to match each other, can't have walkL with 6 frames and walkR with 3.

I have run into garbled frames in 4.5.6 if I'm using too many frames on too big a character. The larger the height and width of the character the less frames you can use before things get garbled.
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BentPawGames
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Re: Issue with number of animation frames still a thing? (4.5.6)

Post by BentPawGames » Wed Sep 16, 2020 4:40 am

thanks!
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