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Game maker studio 2 sprite frame by frame animation
Game maker studio 2 sprite frame by frame animation





Today it's not uncommon for digital theaters to run at 120 or 144 hz, the later is the standard for many digitally projected 3d films.

game maker studio 2 sprite frame by frame animation

Originally they were displayed at 48 hz which matched up with Edison's recommendation, but they quickly found going up to 72 hertz increased comfort even more. This is done by displaying each frame of the film 3 times. In fact while film is 24 fps (frames per second), it was generally displayed at 72 hz (hertz, or flashes per second). Everyone agreed and they ended up at 24 fps.īecause Edison was only partially correct. Edison claimed 48 fps was the minimum needed for smooth motion, and he was right. Some studios were pushing for 30 fps or more, like Edison who's studio pushed for 48 fps. 24 fps was chosen because of economics, not because of it being some magic max frame rate. Sound changed that as it required the audio and picture matched. Also often times early theaters would over crank the projection so a movie that would normally be intended for 18 fps or 20 fps would be played as fast as possible so they could get through more movies / audiences. It didn't help that directors often under or over cranked the camera (filmed at lower or higher frame rates) mid scene for different effects. The variability came in part because cameras and projectors were hand cranked so the frame rate differed depending on who was operating the camera and how tired they were. Early silent films were filmed at between 18 fps and 30 fps, with most closer to 20 fps.

game maker studio 2 sprite frame by frame animation

However this standardization has almost nothing to do with it being some sort of "perfect" rate that humans can't perceive above. I’ve seen a few nice animations ranging from 15 to 24fps.Ĭlick to expand.24 fps is the frame rate many people are familiar with as it's the standard frame rate for film for roughly the last 90 years. But honestly the idea of creating 30 frames of animation for 1 second sounds like a lot, and it seemed people around the web felt this was ‘overkill’. I want to be sure that the playback rate is very equidistant ie not like 24fps which would end up with frames showing for different durations and interfering with the intended animation. Also 20 sounds like a possible target, a bit smoother looking than 15.

game maker studio 2 sprite frame by frame animation

15 seems a little on the slow or noticeable side, but I could also do some realtime interpolation or tweening. I have found that anything less than 15 frames per second seems too choppy and this seemed to be what people around the web were saying. This suggests 10 or 12 or 15 or 20 or 30 or 60. It seems if it runs at 60, then the sprite framerate (if constant) should divide exactly into that. But I am unsure what framerate to target the sprite frames at. My 2d game is intended to run at 60fps and object positions will be at 60hz regardless of how often the sprite image frames swap out. I’ve been googling trying to find out what a good framerate is for a pixel art animation, but surprising not finding a whole lot of clear advice.







Game maker studio 2 sprite frame by frame animation