Users browsing this thread: 2 Guest(s)
Time of each frame...
#1
Hello Smile
I ripped sprites from Snes game Alien 3. It was alien detector, then make animation in Photoshop CS5, but I don't know how to select right time of each frame to make gif animation run more faster, cause in game it really fast, but my creation is to slow, ever with no delay.

[Image: bb22678845da.gif]

Alien 3 snes youtube video

Question: How to select right time of each frame to make gif animation run more faster.
Thanked by:
#2
Hmm... you could probably record it a screen recorder, check how many frames it takes from start to finish, and divide that by the framerate of the video to get the total time. Most animations have a constant framerate, so if you divide the total time by the number of frames the animation has, you'll get how long each should take. Except for the idle frame (without the pulse), you should time that separately and set that to how long it is between each pulse.
If you can play the game on an emulator and record that, that's might be slightly more accurate than recording the YouTube video. And the higher the framerate you record at, the more accurate your timing will be. It should be more or less the same though.

Alternatively, you could just speed it up bit by bit, until it looks about right. That's probably easier and simpler, but if you need to get a precise timing then the above is the best method I can think of.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Thanked by: Witch
#3
Yes, I play the game on an emulator(Gens Re-recording v11a) and record the game without use any rendering graphic filters or any other screen recorders, that looks sprites more blurry.
[Image: 063d4ad39e4a.gif] - used 0.06 seconds per each frame, and animation run faster, but not enough fast.
Thanked by:
#4
Try doing it faster. Give the frames smaller and smaller times, until it looks fast enough.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Thanked by:
#5
I think it's not so easy, cause first image time smaller - 0 (with no delay), but it looks slowly, that second with more time - 0.06. Also trying 0.07/0.08/0.09/0.1 sec., but animation time slows down again. This problem I see before, when making another sprite animations.
Thanked by:


Forum Jump: