Open CEliuxJV opened 3 months ago
Nice!! Hope this gets commited
Since they released 0.5 with new character animations, when they release an update and fix the animation editor, I will update the .zip with the .json with the new sprites and character animations with the offsets fixed
Psdt: Funkin' Crew, please let me offset the character animations, I'm a perfectionist. And if I get over how, I fix the offsets of the other animations, like BF and Pico in Freeplay, in the character selector and in the week menu.
Issue Checklist
What is your suggestion, and why should it be implemented?
As it says in the title, fix the offsets of all the characters and their hold animations. (Sorry for adding so much, I edited this like 20 times adding stuff, I'm a Funkin' Perfectionist).
I spent quite a few hours improving the offsets and trying to make them pixel perfect. I also fixed some unnecessary offsets like in BF which had -5 in idle dance, or in Spirit which had -220 and -280. I will leave a folder with the .json files with the fixed offsets of the characters that I was able to fix.
FNF characters offsets fixed.zip
Before: https://github.com/user-attachments/assets/fc317356-59de-45ec-b8e1-9ebc0876af6e
After: https://github.com/user-attachments/assets/7aff2fe1-f7b2-4a86-8f2c-66fddbe6b980
I also added sing hold animations to BF-Car, so that the movement of the hair would not remain static when holding down a note. I fixed the Idle hold animation of Daddy Dearest, which had incorrect frame indices, and I also eliminated unnecessary frame indices from its hold animations (the same with the hold animations of Mommy Mearest and Parents Christmas, and to the latter I added the loop to the hold animations that they didn't have), I also removed "down hold" in Daddy Dearest because he has his eyes closed in that animation. I added hold animations to the Monster sprites because I thought that's how they were designed (If the holds in Monster are not correct then just delete the hold animations from the .json). I also fixed Darnell's hold animations, which did not have the loop activated and the default frame indices that are in the sprite's .xml indicate frames where the headphones move and not just the fire of the lighter.
Also some extra requests related to offset:
Perfectly center the offset of long notes and note splashes. They are not in the center of the arrows and they look strange. Adding a note style editor could be a good implementation and would help make this easier.
In the animation editor, add an option to change the general offset of the sprite and not just that of each animation, in addition to showing the general offset number somewhere on the screen. Psych Engine example: https://github.com/user-attachments/assets/828f77c1-64ba-44dd-a332-c3284e3fbda7
In the animation editor, add a button to flip the sprites horizontally and vertically like in the Psych engine.
In the animation editor, add a key to choose between different animation frames and to ensure that when changing the offset of the animations the animation is not played again automatically, both as in the Psych Engine, this can help adjust the offsets of some animations more precisely, as well as help you know which animations are the right ones to loop. https://github.com/user-attachments/assets/e5ec68ee-00a6-41b3-b674-74149b924eab
In the animation editor, fix the position of the onion skin of the pixelated characters.
Fix these two animations of Pico, at the end of "intro2" Pico has slight strange movements, and in "cockCutscene" he moves erratically. https://github.com/user-attachments/assets/655be428-ffa2-440a-9ad0-6dbd35ec5f33
Fix the Pico's sprite offset when selecting Weekend. Makes a weird movement when doing the select animation. The same goes for BF when selecting a week. https://github.com/user-attachments/assets/4531b552-229b-47c0-80ac-cd110070b174
Also request #3089 can be a very good implementation.
Un saludo a todos los del Funkin' Crew que entiendan el español o los que hayan traducido esto, yo hice toda esta petición con el traductor.