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:::::::::Er... well, this is a pickle. I'm recording them at the same speed the game plays, and I don't press a thing (So the text autocancels by itself). The only difference I guess is that I set the ingame text to fast. Since I thought people would want to see the move in action or something. And I haven't had a problem reading the text. So... I guess I'll wait to see what you have to say then. I won't be looking forward to remaking 100+ animated PNGs, though. I've been at this the past few days while I had no internet and it kinda sucks to see that they're all obsolete. Are there some animation guidelines on the site anywhere so I can check? {{unsigned|Trainer Hunter}} | :::::::::Er... well, this is a pickle. I'm recording them at the same speed the game plays, and I don't press a thing (So the text autocancels by itself). The only difference I guess is that I set the ingame text to fast. Since I thought people would want to see the move in action or something. And I haven't had a problem reading the text. So... I guess I'll wait to see what you have to say then. I won't be looking forward to remaking 100+ animated PNGs, though. I've been at this the past few days while I had no internet and it kinda sucks to see that they're all obsolete. Are there some animation guidelines on the site anywhere so I can check? {{unsigned|Trainer Hunter}} | ||
::::::::::Sorry about the sudden new comment, but I just realized a few things. Like how I can just set up examples to help things along. Do you like [http://img84.imageshack.us/img84/8885/firefangmidopt.png mid speed] or [http://img577.imageshack.us/img577/7817/firefangslowopt.png slow speed]? I'm probably not gonna set up the text speed like that for the move announcement since, you know. People know the move by the time they see the image. And as far as I've seen every other image doesn't scroll the text on the move announcement. But I'll change up the text speed for any image I've made that involves text that pops up after the move (like for status moves). I'm NOT changing the animation speed though. 16ms is the exact same speed the game plays, and I've done side-by-side comparisons between the PNGs I've made and my own game. I'd like to keep the animation speed the same as the game for accurate re-enactment. Also I don't like that second-length pause. It's kinda long and disorienting. Though I guess to some that sudden shift would be disorienting. Still, I personally think the shift is a pretty good transition myself (Especially since the game usually has some frames or even a second of cooldown before the damage flash) but eh, you're the mod, not me. Anyhow, I've given my examples and said my thoughts so now I'd like to see what you say before I change or don't change any of the masses of images I've got here. - [[User:Trainer Hunter|Trainer Hunter]] 22:31, 15 September 2011 (UTC) | ::::::::::Sorry about the sudden new comment, but I just realized a few things. Like how I can just set up examples to help things along. Do you like [http://img84.imageshack.us/img84/8885/firefangmidopt.png mid speed] or [http://img577.imageshack.us/img577/7817/firefangslowopt.png slow speed]? I'm probably not gonna set up the text speed like that for the move announcement since, you know. People know the move by the time they see the image. And as far as I've seen every other image doesn't scroll the text on the move announcement. But I'll change up the text speed for any image I've made that involves text that pops up after the move (like for status moves). I'm NOT changing the animation speed though. 16ms is the exact same speed the game plays, and I've done side-by-side comparisons between the PNGs I've made and my own game. I'd like to keep the animation speed the same as the game for accurate re-enactment. Also I don't like that second-length pause. It's kinda long and disorienting. Though I guess to some that sudden shift would be disorienting. Still, I personally think the shift is a pretty good transition myself (Especially since the game usually has some frames or even a second of cooldown before the damage flash) but eh, you're the mod, not me. Anyhow, I've given my examples and said my thoughts so now I'd like to see what you say before I change or don't change any of the masses of images I've got here. - [[User:Trainer Hunter|Trainer Hunter]] 22:31, 15 September 2011 (UTC) | ||
::::::::::::Well, some will need to be remade, but I can back you up on those. Regarding the animation guidelines, there isn't one written, but: | |||
::::::::::::*Frame speed should range between 30~40 ms, in doubt, just ask and show proof. | |||
::::::::::::*Last frame should have a pause of 1000ms. | |||
::::::::::::*Text speed should be normal. | |||
:::::::::::::*The text is automatic, even if you don't press any button, the text will go through after a certain amount of time, so let it flow. | |||
:::::::::::::*Same goes for the animation for the stats either going up or down. | |||
::::::::::::*Every file shall have a first frame for browsers that do not support animated png. | |||
::::::::::::*With certain exceptions, the last frame should be the first one that shows the foe's information after the Pokémon attack. | |||
:::::::::::::*Moves that attack consecutively, for example. | |||
::::::::::::*Animations with attacks that hit several turns later should not include the foe's move unless the move used by the Pokémon gets benefits from it (i.e.: {{m|Bide}}). | |||
::::::::::::All I can think of at the moment. Also. I have that speed because that's what people with the game and the console had advised me, I've shown them countless images, and they say the speed I did is good enough, so that's why I'm suggesting it. Although a person I'm asking about this says it's fine, but PsychicRider tells me that yours are too fast (he has both games and a console), and that they should be slowed down. Plus he agrees that it's better to have it slower so people can read whatever the text is. [[User:Masatoshi|<span style="color: #224a9a"><b><span style="color: #2b5fc7">M</span>asatoshi</b></span>]][[User_talk:Masatoshi|<span style="color: #118eb2"><sub><small>''talk''</small></sub></span>]] 23:48, 15 September 2011 (UTC) | |||
== More to do. == | == More to do. == | ||
Movegen infobox was updated for 3D games (Battle Revolution, Colloseum, XD, Stadium, Stadium 2). Also, stuff like Weather Ball (including ???-type, which is done for XD) or Curse... Gonna add Fury Swipes, Fury Attack and Fly, then switch to directly by alphabet, not by generation then by alphabet (say thanks to [[:bp:List of moves|this]]), and that means I will start with Aerial Ace after switching (since this is first move available in Gen III games and not done yet in these games). I have Air Cutter already done, I don't remember even when I did it. Now how many moves differ between Hoenn and Kanto games? [[User:Marked +-+-+|Marked +-+-+]] 18:57, 10 September 2011 (UTC) | Movegen infobox was updated for 3D games (Battle Revolution, Colloseum, XD, Stadium, Stadium 2). Also, stuff like Weather Ball (including ???-type, which is done for XD) or Curse... Gonna add Fury Swipes, Fury Attack and Fly, then switch to directly by alphabet, not by generation then by alphabet (say thanks to [[:bp:List of moves|this]]), and that means I will start with Aerial Ace after switching (since this is first move available in Gen III games and not done yet in these games). I have Air Cutter already done, I don't remember even when I did it. Now how many moves differ between Hoenn and Kanto games? [[User:Marked +-+-+|Marked +-+-+]] 18:57, 10 September 2011 (UTC) |
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