Walk cycle frame rate
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Author:  psycopathicteen [ Tue Oct 12, 2010 3:22 pm ]
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Something I'm a little worried about. If I have an explosion animation at 60fps that is 16 frames long, and lower it to 30fps and cut it down to 8 frames long, is it going to be noticeable?

I might be able to make explosions be a "special case" where it breaks the engine's rules to add a little POW to it.

Author:  tepples [ Tue Oct 12, 2010 4:56 pm ]
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You can go as low as 10 fps, with display only every other field, and still have a believable explosion.


Author:  Bregalad [ Wed Oct 13, 2010 10:29 am ]
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The flickering doesn't look good on my PC, and I don't know about a NES hooked up to a oldscool CRT TV. It definitely won't look good on a modern LCD TV which assumes interpolation.

Author:  tepples [ Wed Oct 13, 2010 11:24 am ]
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Bregalad wrote:
The flickering doesn't look good on my PC

Probably due to a refresh rate mismatch between the GIF and your monitor. The game that uses these exact frames (it's for the NROM-128 compo) looks fine on every TV I've tried it on, whether through an NES or through FCE Ultra GX on a Wii.

Author:  tokumaru [ Wed Oct 13, 2010 12:03 pm ]
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tepples wrote:
Probably due to a refresh rate mismatch between the GIF and your monitor.

Also, I think some browsers do not display animated GIFs at the proper speed when they are too fast.

Author:  psycopathicteen [ Fri Oct 15, 2010 6:16 am ]
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That explosion makes me glad that I have 30fps to work with.

I've always been an animation guy. I do animation as a hobby all the time. However my hobby of animation slows me down when programming games, because I have the habbit of drawing lots and lots of frames, and I have trouble getting all those frames to fit in v-ram or updating them fast enough.

If you ever see me complain about the Snes's DMA being too slow or that it only uses 16 kB of memory for sprites, you'd know why.

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