Is there a way to add idle animations to kart racers?

Dragon8er

Member
I'm trying to make a racer that's basically a floating eye creature with tentacles (no they're not Black Doom, I did not intend for their design to be so similar lmao). But they look kinda...janky. They're just kinda...statically floating there (GIF included so you can see what I'm talking about).
ringracers0001.gif

Would there be any way that I could add a sorta...2nd frame to them like with followers?
Maybe even a way to make them bob up and down like followers?
Basically, I want to make them look like this (this is a miniature, follower version of the character, brightened so you can see them better).
ringracers0002.gif

I also think this GIF pretty perfectly demonstrates why they look so awkward without any kind of idle animation.
So I'd really appreciate any help on how I could do this, or if it's even possible.
 
I'm trying to make a racer that's basically a floating eye creature with tentacles (no they're not Black Doom, I did not intend for their design to be so similar lmao). But they look kinda...janky. They're just kinda...statically floating there (GIF included so you can see what I'm talking about).
View attachment 128650
Would there be any way that I could add a sorta...2nd frame to them like with followers?
Maybe even a way to make them bob up and down like followers?
Basically, I want to make them look like this (this is a miniature, follower version of the character, brightened so you can see them better).
View attachment 128654
I also think this GIF pretty perfectly demonstrates why they look so awkward without any kind of idle animation.
So I'd really appreciate any help on how I could do this, or if it's even possible.
The vibration effect is actually its own individual sprite, so if you poked your head in the character wad with SLADE I'm sure you'd be able to figure out what sprites to replace (and, following the formatting, add even more frames). That said, I think you'd need to do this for more than just the idle frames as they'll look static in every single animation they appear in, which would need adjusting.
 
Ah okay thank you very much.
I didn't actually know that the vibration on the racers was its own sprite.
It would actually look better if I got rid of the vibration, so thanks for pointing it out.
And also yeah, the plan was to add a 2nd frame to all of their animations, like their mini, follower version.
 
If you're using Kart Maker, which I assume you are from the vibration sprites, you can open the character's properties file and make your changes there. The code for this can be found past the "sprites_comment" line. Just remember to back up your properties file before you do any additional modifications just to be safe.

The vibrations uses a line of code called "ditherstyle" here so remove it if you don't need it.

In addition, you can add more frames to your animation by adding more letters to it. Normally this goes up to B* (* being the number representing the angle), just be sure to add commas to each frame and when you got all the frames you need, leave the final bracket without one otherwise it won't build.

Example:
"sprites": {
        "STIN": {
            "A1": {                             <- Frame A and Angle
                "offset": [48, 84],             <- Position of frame, usually set as the middle point
                "layers": [[0, 0], [0, 8]]        <- X,Y of sprite on sheet multiplied by sprite/layer sprite size
            },                                    <- next frame in array
            ~ (skipping angles 2-7 for the example)
            "A8": {
                "offset": [48, 84],
                "layers": [[7, 0], [7, 8]]
            },                                    <- use commas to continue the array for Frame B as well
            "B1": {                             <- Frame B and Angle
                "offset": [48, 84],             <- Position of frame, usually set as the middle point
                "layers": [[0, 0], [0, 8]]        <- X,Y of the top left corner of sprite on sheet multiplied by sprite/layer sprite size
                "ditherstyle": 1                <- creates the vibration effect
            },
            ~
            "B8": {
                "offset": [48, 84],
                "layers": [[7, 0], [7, 8]]
                "ditherstyle": 1
            }                                    <- no comma, end of array
        }
}

The above is taken (and cropped) from the properties file, which Kart Maker reads to generate the wad file. This will generate the sprites STINA1 to STINA8 and STINB1 to STINB8 into your wad (not this example, I removed 6 of the frames and used ~ to skip to a point). "STIN" is the name of the the spriteset, "A" is the frame of the set, "1-8" is the angle. Use 0 to keep the frame from rotating. Try reading through this part and experiment until you get your desired result. Just remember that you may need to make a custom template to add custom animations to your sheet.

While none of my racers changes anything here, I do modify the code in Follower Maker alot. I did have to read this to understand what each spriteset are, following the layers value and what not.
 
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This helps a lot, thank you very much!
Post automatically merged:

Hey, okay, so.
I managed to implement the 2nd frames I wanted, but I can't seem to figure out how to change the speed at which the racer swaps to the 2nd frames. I tried using the "name_animation_speed:" value in the Followermaker, but that didn't seem to do anything.
Would you happen to know of any way I can delay the 2nd frames?
 
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