Author Topic: Walking/Running sprite doesn't sync with travel speed  (Read 1115 times)

tsharky87

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Walking/Running sprite doesn't sync with travel speed
« on: November 06, 2008, 03:53:23 am »
I've noticed that when the character is both walking and running, the animation sprite that moves his legs doesn't at all line up with how fast I'm going. That is, I'm constantly "moonwalking", and my feet don't stay planted where I put them. I'm assuming that changing the travel speed because of this is pretty much out of the question, so it seems the only option to fix this is to speed up the walking and running sprites to the correct amount so it fits. Has this ever been considered? It does not seem like the fix would be too difficult.

Vornne

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Re: Walking/Running sprite doesn't sync with travel speed
« Reply #1 on: November 06, 2008, 08:09:01 am »
It might look more unrealistic that way, because of the character's legs moving faster than seems normal - the run speed seems higher than realistic to me. In my not very scientific test, I ran 100 game units (which I guess are about 1 meter, from comparison to the human model's height) in 16 seconds, around about 22 km/h or 14 mph; which is comparable to the best marathon runner's average speeds... but it's a game, people don't want realistic as much as fun, generally.

Having said all that, I don't think it's well matched with at least most races, and it probably wouldn't hurt to bump the animation speed up a bit.  I was just sort of playing devil's advocate ;)

There is also the issue of it needing a developer with spare time and no better things to do, but you probably know that (the animations seem to need changing in the editor and re-exporting, the numbers in the .cal3d file change the speeds the different animations activate).