Make Adventure action animations frame-aware - #11492
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vanja-ivancevic
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August 3, 2026 07:50
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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) |
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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. |
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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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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 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.
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.