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columbo borgi :C



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15th January, 2010 at 17:49:01 -

yo
does anybody know the realtion between the MMF's buildt in animation speed and the applications frame per sec?

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UrbanMonk

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15th January, 2010 at 21:59:35 -

Nope, and that fact is what has caused me to make my own animation system in the past.

 
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15th January, 2010 at 22:22:50 -

No sir, sorry Borgi :C

 
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columbo borgi :C



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15th January, 2010 at 23:08:39 -

that's a shame :C

 
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Sketchy

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16th January, 2010 at 01:14:33 -

Animation_Frames_Per_Second = Animation_Speed / 2

So a built-in animation speed of 2, is equal to 1 frame per second.
Simple as that

The framerates of animations are completely independent of the application framerate.
ie. Increasing the application framerate will not make animations play any faster.



 
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columbo borgi :C



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16th January, 2010 at 13:10:00 -


Originally Posted by Sketchy
Animation_Frames_Per_Second = Animation_Speed / 2

So a built-in animation speed of 2, is equal to 1 frame per second.
Simple as that

The framerates of animations are completely independent of the application framerate.
ie. Increasing the application framerate will not make animations play any faster.




hm. so you mean, if i got a 100 speed animation, and 50fps for the game, the animation will run at 1 animation frame / sec?

 
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Sketchy

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16th January, 2010 at 14:08:56 -

No. If you've got a 100 speed animation, it will always run at 50 animation frames per second. The game fps has no effect on animation speed.

The application fps only determines how many times the main event loop is run each second, and how often the screen is redrawn (unless you tick the "vsync" option I believe).

Having said that...
If the animation speed = 100, that means the frame changes 50 times per second. If the application framerate is only 25fps, it means the animation frame will change twice in the time between screen redraws - meaning it will appear to skip animation frames.

Just to prove my original point...
* Create a new game.
* Create a new active object, with two frames of animation.
* Set it to loop animation, and set the animation speed to 2.
* Set the fps in the application properties to 100.
* Run the game - you'll see the animation frame switches once every second.
* Go back and set the fps in the application properties to 10.
* Run the game again - you'll see it's still exactly the same - 1 frame per second.

Edited by Sketchy

 
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17th January, 2010 at 01:21:33 -

I set the frame to an Alterable Value and then always add to it. However much you add to it, dictates it's speed. Very efficient and allows it to depend on framerate which helps a lot in keeping the whole game in sync.

Always Add 0.25 to Alterable Value
Always Set Frame to Alterable Value

Animation now spins at one fourth the games framerate. So a framerate of 60fps would make the animation 15 frames every second.

 
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columbo borgi :C



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18th January, 2010 at 01:33:59 -

thanks guys.

i think i've solve the thing:

always: animation frame = animation frame+1,

now, 1FPS=1animation frame ;>

 
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columbo borgi :C



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19th January, 2010 at 18:57:09 -

and can you tell me how buildt in movement speed is counted? that is like animation speed too? :\

 
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Sketchy

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20th January, 2010 at 00:02:00 -

Pixels per Second = Speed * Framerate * 0.125
Pixels per Frame = Speed / 8


Edited by Sketchy

 
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Jess Bowers

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21st January, 2010 at 16:42:02 -

Sketchy, that was a fantastic explanation of the animation settings. Thanks for explaining. I've been a bit bewildered for awhile.

 
   

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