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Animated idle stance on core Megaman class.
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Topic: Animated idle stance on core Megaman class. (Read 1985 times)
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May 19, 2014, 04:14:55 PM
Read 1985 times
Ceridran
MM8BDM Extender
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Date Registered: April 07, 2012, 01:08:52 AM
Animated idle stance on core Megaman class.
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on:
May 19, 2014, 04:14:55 PM »
There are some skins that deserve idle animations, especially core skins like Fireman and Burnerman.
(This mostly applies to custom skins, though.)
I found out when working with my contest class, Awadphec, that idle animations on a class is possible, but it's class dependant. I found out when Awadphec was "twitching" when still, by flipping between A and B frames.
(I think most of you know how to do this.)
So here I am suggesting a new set of frames for the Megaman class, "I". The idle stance will go between A and I at a tic speed identical to walking frames.
(Consistency.)
Most skins will have the I frames be identical to the A frames, but anything with a burning head/body, a propellor, is floating, etc, will actually FEEL right if this goes through.
CAT PLANET
Logged
May 19, 2014, 04:24:43 PM
Reply #1
Beed28
MM8BDM Extender
Putting the 'bounce' into your world.
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Date Registered: June 20, 2011, 08:07:58 PM
Re: Animated idle stance on core Megaman class.
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Reply #1 on:
May 19, 2014, 04:24:43 PM »
But then
every single custom skin
out there will need to be amended to include this new frame.
It's just not worth the effort.
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May 20, 2014, 09:33:00 PM
Reply #2
Ivory
MM8BDM Extender
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Date Registered: August 25, 2009, 08:17:59 AM
Re: Animated idle stance on core Megaman class.
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Reply #2 on:
May 20, 2014, 09:33:00 PM »
Going to reject this based on what Beed said.
Every single custom skin will break so to speak.
On top of that, all the core skins will need the A frames duplicated into I frames regardless if they use it or not.
Also, a bunch of bosses will need to be altered since Evil Robot, King, The Genesis Unit, etc all use the I+ frames for their boss animations
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Animated idle stance on core Megaman class.