Open LeHerosInconnu opened 3 years ago
Hi @LeHerosInconnu , this is an intentional change for our project. It feels more alive in comparison with the original game.
As an alternative solution: we can bound all animation within all brown boxes.
Hello @ihhub,
Hi @LeHerosInconnu , this is an intentional change for our project. It feels more alive in comparison with the original game.
I'm ok with that, but provided it doesn't bother the user. In the case of this screen, clearly this is not suitable.
As an alternative solution: we can bound all animation within all brown boxes.
You mean cut the part of the sprite out of the brown boxes? It wouldn't be ideal either.
We could just add then use idle animation where units stands at the same position but show some movements.
@ihhub.
We could just add then use idle animation where units stands at the same position but show some movements.
As long as the animations stay in the frame and therefore do not interfere with the information, and the sprites are not cut, it can be fine.
@ihhub.
Another problem with the animation of creatures in the Town Population screen is that opening a creature recruit window stops the animation of creatures in the Town Population screen. Ideally, it should be ensured that the animations are not stopped or to choose animations for which it doesn't matter if they are stopped.
In fheroes2:
Another screen where there shouldn't be the creature sprite animations (https://github.com/ihhub/fheroes2/issues/1772).
In fheroes2, in the Town Population screen, the animations of the sprites of the creatures hinder the consultation of information by hiding the information. A sprite without animation, as in the original game, is sufficient for this screen intended for the consultation of information.
In original game:
In fheroes2: