Walking (and running) animations

Is it me or does it seam it’s missing one or two frame. Cause characterr always seam to to do half steps while walking and running (since its the same animation, just faster) with only two animations frames. Adding some to the animations would make it more fluent (like in the actual games, on the ds and gba) and i don’t think it would overflow the server too much since animations should be calculated by the client and not the server, (though it depends how you built the game). See this SpriteSheet here as an example:

It has four frames for each walking cycle (the middle one is repeated to make it a more fluent loop). In PMU, there is only 2 frames which is only half of this. The character looks as if he always use the same foot to walk and it looks weird.

Another thing i realized while checking this sprite sheet: there is no hurt animation in game. I always found it frustating to just be teleported in crossroads and that nothing warned me that my health was low or that an ennemy pokemon was actually hitting me. Yes there is the sound, but when it lags, it looks like it skips some turns and then i’m just dead. But thats another issue and this thread is’nt to talk about lags and desynchronizations between the servers and clients. Anyway, that would be nice to know what the devellopment team (by that i mean all staff members) of PMU thinks about this here topic (sprites animations lacking some frames). There must be a reason why this has been implemented into the game.

You know this suggestion would work better if PMU was a turn based RPG

As much as I would want the extra walking frames in, it’s just not possible for the time being, plus it would create a HUGE workload, updating every single sprite sheet. (one sheet per Pokemon and you know how many Pokemon there is up to 4th gen…) ._.

Why exactly is it not possible? Maybe i can help you, yes i’m not a programmer, but i’ll need to learn it sooner or later for what i want to do, so if i can learn it this way, it could be really nice. And if i can make this game better at the same time, that would be awesome.

The injured sprites wouldnt help during lag; you would be lagging and appear to be just standing there.

The walking animations though are a little bit weird. Typhlosion is an example where it is more obvious, and it looks pretty silly to be honest.

The only reason that these frames are missing is because of the huge workload involved. However, we’ve started a project to assemble all of the missing frames. Contact Andy if you’d like to help.

Well i’m not a sprite animator, though i did study enough of it to know how animations works. What do you mean by workload?

A missing animation sprite for all 493 pokemon, adding in Arcues’ forms, Clastform forms, Burmy and Wormadam forms, Unknown forms, gender differences if we ever decide to include that, and any other forms of pokemon I have forgotten. Now double this for shiny versions of pokemon. You have a huge workload to accomplish.

Doesn’t it make sense to get started sooner rather than later then? From what I understand, PMU doesn’t have sprites for all shiny versions of pokemon, so putting it off will only make the eventual workload even greater.

Also, No one is saying that this has be done by the end of the week… I’m sure across the developers you have, editing together the sprite sheets at a rate of say… 10 per week is feasible.

I’d really love to see this happen and I am willing to take part in this, also note that I am currently a student in an animation program in college right now. I’d be very glad to contribute.

Like i said i’m not a sprite animator, but we dont need that kind of skill here. The only thing we have to do is take the sprites off of the sprites sheets and put them in game once the programmers would have modified the code to accept the additionnal frames. If we all work on it, it could be done in no time.