Spielerando

Play a frame-by-frame animation where some frames last longer

Anticipation and impact frames need to be held longer than the rest, but a fixed number of frames per second flattens that. Here is how to pick the right picture for any moment, and what should happen at the end for one-shot, looping and back-and-forth animations.

Why this works

Hand-drawn motion gets its life from holding the important poses longer and rushing through the in-between ones. Giving each picture its own time, instead of one rhythm for all, keeps that, and it holds at any speed because the clock decides, not a counter.

When not to use it

Don't use it for pictures that must match something else frame for frame, such as a mouth moving with recorded speech, or for a long sequence of equal pictures, where one even rhythm is simpler. Keep the same time for all pictures there.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 30 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Play a frame-by-frame animation where some frames last longer" (read_entry sprite-frames-with-different-lengths) in my game. Build it step by step, and show me how you checked that it works.

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