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Suggestion Methods of simplifying/improving the Animation screen(s)

Steve

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These suggestions are aimed primarily for the Force members animation screens, but perhaps some may be applicable for the enemy animations screen, also.

- Sprite preview

To help show that you are indeed editing the correct sprite. And ideally if the sprite preview could animate the two idle frames that would be even better!

Untitled-1.png

- Remember Animation # and Sprite # place when switching between the two screens

At present, switching between the 'Edit Force Members screen' and the 'Assign Force Animation' screens results in you losing your # position and returning to the #0 position.

- Attack (#128) set added by default

With 255 as the default Display Weapon type.

- Quick search/snap to Animation # screen

(see screenshot above)

Clicking the magnifying glass will whizz you straight over to the corresponding animation set.

- New Animation to assign 'Effect: -1' by default

The readme specifies that '-1' should be assigned to a new animation by default, but it would appear that it is producing '1' instead.

- Rename 'Length' to 'Duration' and suffix 'milliseconds' (?) to the input value

- Replace '?' with 'Special Initialisation Frame' (?)

Untitled-2.png

Thank you to @Erikin84 and @Lock It Lynx for explaining what this value does.
 
Last edited:

Erikin84

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This would help greatly, perhaps a way to import just a particulars sprites info to another sprite if they use the same animation instead of manually inputting them in.
 

Erikin84

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And maybe a preview of the weapons being selected?
 
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