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    guysubscriberuc-winner-lvl3master-noderuc-votercrusaderfeatured-lvl3occifer 2020-05-23 15:45:17 UTC

    I was making my thing, and I realized something

    None of my movements are very arcade-y. They loop very well, but they are so, so slow. So, I’m just gonna scrap the whole thing.

    4
    • simple solution, turn tweening off and double-frame certain points of the motion to get that choppy aesthetic

      2020-05-23 15:48:49 UTC 7
    • just like someone else

      2020-05-23 15:50:42 UTC 2
    • A couple of suggestions for that problem

      1. Try upping the fps to the maximum allowed, 20, and see how it looks if it isn’t there already.

      2. Take a look at the move’s purpose and function and trim frames accordingly. If its a jab for example it shouldn’t have too many start up, active, and recovery frames. Take a look at other fighting games to see how long these moves usually last, a great resource for researching fighting game sprites is The Fighters Generation.

      3. Do as Ralph suggested above.

      2020-05-23 16:55:45 UTC 1
      • Replying to: PermaA couple of suggestions for that problem 1. Try upping the

        also remember that function should usually come before looking good. A long start up for a jump may look pleasant, but jumps need to be responsive, and as such you usually shouldn’t have more than 1-3 start up frames unless jumping is supposed disincentivised for that character or game style.

        2020-05-23 17:05:26 UTC 0
        • Replying to: Permaalso remember that function should usually come before looki

          Yeah, I did all of these in my new moveset, and I was already using 20 fps

          I’m a pretty good animator, I just don’t animate often

          In this case, I just made mine before anyone else did so I didn’t have an idea as to how I should go about it

          2020-05-23 17:54:43 UTC 1