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Make Adventure action animations frame-aware - #11492

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Make Adventure action animations frame-aware#11492
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vanja-ivancevic:codex/adventure-frame-aware-animations

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@vanja-ivancevic

@vanja-ivancevic vanja-ivancevic commented Aug 2, 2026

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  • Many vanilla Adventure sprites already contain detailed action sequences that fixed delays cut short; frame-aware timing lets those authored frames finish.

  • Vanilla Shade attack: the current 0.8-second delay displays 4 of 16 frames, while frame-aware playback displays all 16 over 3.2 seconds.

    Vanilla Shade attack before and after frame-aware timing

  • Vanilla Wandering Giant death: the current 0.3-second delay displays only the opening of its 24-frame sequence, while frame-aware playback displays all 24 frames over 4.8 seconds.

    Vanilla Wandering Giant death before and after frame-aware timing

  • Replace fixed Adventure encounter and result delays with durations derived from each sprite's frame count at the existing 0.2-second frame rate.

  • Play Attack, Hit, and Death animations once, hold their final frame, and restart explicitly requested actions.

  • Preserve existing fallback timing and looping behavior for atlases without the requested action regions.

  • Cap action-animation waits at five seconds so unusually large atlases cannot create excessive delays.

  • Wait for the longer player or enemy action so neither animation is cut short.

I understand that it could be irritating to wait, but it's definitely closer to what the sprite artists intended to have.

@vanja-ivancevic vanja-ivancevic changed the title Old Border Shandalar: Make Adventure action animations frame-aware Make Adventure action animations frame-aware Aug 2, 2026
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vanja-ivancevic marked this pull request as ready for review August 3, 2026 07:50
@tehdiplomat

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This idea is fine, but is there a maximum seconds we want to allow? What if something has 100 frames (because someone thought it would be funny)

@vanja-ivancevic

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The longest vanilla action sequence I found is the Wandering Giant’s 24-frame Death animation, which lasts 4.8 seconds at the existing 0.2-second frame rate. We could cap action-animation waits at 5 seconds, which preserves all current authored sequences while preventing unusually large atlases from creating excessive delays.

@kevlahnota

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@vanja-ivancevic can we make the deathanimation play at a faster rate if it exceeds 3 seconds and make it play at 3 seconds max?

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3 participants