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- I have been working on the walking character animations for
- Rehack, and have run into some difficulties using the 21x21 tile
- size. As I understand it, the goal is to use three frames for
- the animation, each spaced 7 pixels beyond the previous one.
- Actually, if you don't count the frames that directly overlay the
- beginning or ending tile, there are only two unique frames, and
- this creates problems, as illustrated in the accompanying PCX
- files.
-
- The file HERO.PCX contains a 21x21 icon of a human-size
- character, facing north. I felt it necessary to size the
- character small enough to leave a border, so that it would have
- room to swing its sword, brandish its shield, carry items, or
- even just walk without intruding onto other tiles. As a result,
- it appears that it will have to take two steps to get from one
- tile to the next. This is difficult to animate properly on a
- 21x21 tile, as the file WALKING.PCX shows. (For clarity, the
- diagrams in WALKING.PCX have been created at twice the normal
- scale, and only the character's feet (in red) and torso (in
- green) are shown. I have also positioned the torsos in a direct
- top-down view, rather than perspective, to help illustrate my
- points).
-
- The upper half of WALKING.PCX shows a 21x21 walking animation
- schematically. Referring to the diagram, Tile 1 is the character
- facing south, before moving; Tile 2 is where he wants to end up.
- Frame 1 is then his initial position on top of Tile 1, Frame 2
- will be located 7 pixels lower than Frame 1, Frame 3 will be
- located another 7 pixels lower, and Frame 4 will lie on top of
- Tile 2. Of course, if this were the player character, the
- background would be moving, rather than the character frame, but
- the animation frames would still look the same.
-
- I'm guessing that the foot movement will look jerky unless you
- only move one foot at a time, and so I have positioned the feet
- according to that rule. If you were to alter the positions of
- both feet simultaneously, I believe it would make the character
- look like it is running or jumping. I'm also guessing that the
- body movement will look jerky unless you space the torsos evenly
- between frames, and so I have positioned the torsos according to
- that rule. In the case of the player character, if you don't
- keep the torso in a constant position in its frame, it will move
- relative to the screen, which will be visually confusing. As you
- can see, the torso positions don't match the feet positions.
- Some of this may be obscured when the torsos are put in their
- proper perspectives, but I still think it's going to look silly.
-
- It's true that we could do uneven pixel intervals, like 5, 5, 5,
- and 6, but that will create problems when you have the player
- character walking in a different direction than a monster or NPC
- that is also within the viewing window. This would also create
- problems with any sort of "moving camera" animation, such as a
- fireball spell, that is moving in a different direction than an
- on screen character.
-
- I think a better solution would be to adopt a different tile
- size, like 20x20. The bottom half of WALKING.PCX shows how a
- 20x20 animation would look. There are now a total of five frames
- in the sequence (three unique), which splits the motion up into
- logical, even intervals, and allows the leg positions to look
- natural, with no jumpiness. It may even be possible to make
- frames 1, 3, and 5 identical, although frame 3 really should have
- one leg slightly bent and one foot off of the ground.
-
- There are other advantages to the 20x20 tile size. It would give
- us more flexibility in animation speed and detail, by giving us
- more integral divisors than 21x21. For example, we could have
- walking characters move 5 pixels to a frame charging characters
- move 10 pixels to a frame, and sneaking characters move 4 or even
- 2 pixels to a frame. We could also easily zoom out by a factor
- of 2, 4, 5 or even 10 for the automap view, simply by skipping
- pixels.
-
- To summarize, I recommend adopting a 20x20 tile size for Rehack.
- It is my impression that there really isn't that much work to
- redo, just the basic dungeon tile set really. The next most
- reasonable alternative would be 24x24, but this would force a
- radical screen redesign, and is really out of scale compared to
- other games.
-
- Hal Raymond
- November 13, 1991
-