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4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong

Posted: Sun Jun 07, 2026 9:34 pm
by ncrecc
in the editor it looks like this (pardon the dithering, ffmpeg defaults for gif conversion are bad):
rocket1.gif
rocket1.gif (39.18 KiB) Viewed 40 times
ingame it looks like this:
rocket2.gif
rocket2.gif (30.08 KiB) Viewed 40 times

Re: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong

Posted: Mon Jun 08, 2026 5:38 am
by Holger
Oops! Fixed! :)

Re: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong

Posted: Mon Jun 08, 2026 7:27 am
by TheOnyxGuy
Yeah, just a little oopsie where Holger just forgot to remove the .vertical line which is usually used by directional rocket sprites, happens to all of us at least once :D

Code: Select all

  { "bdx_rocket",					"RocksBD.png"			},
  { "bdx_rocket.xpos",					"4"				},
  { "bdx_rocket.ypos",					"14"				},
  { "bdx_rocket.frames",				"8"				},
  { "bdx_rocket.delay",					"4"				},
  { "bdx_rocket.vertical",				"true"				}
EDIT: one more thing though, it seems the rocket, rocket launcher, bomb and pneumatic hammer animation loops are still somewhat... not properly looped? It unfortunately only loops through four frames until resetting to the first one again.

Re: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong

Posted: Mon Jun 08, 2026 7:56 am
by Holger
EDIT: one more thing though, it seems the rocket, rocket launcher, bomb and pneumatic hammer animation loops are still somewhat... not properly looped? It unfortunately only loops through four frames until resetting to the first one again.
Yep, also just noticed this when fixing the ".vertical" bug -- changing the ".delay" to "2" (instead of "4") somehow fixes this, but animations are a bit too fast then. So the real solution would be to add support for longer animations for the BD graphics engine, which I wanted to do anyway.

Re: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong

Posted: Mon Jun 08, 2026 8:47 am
by TheOnyxGuy
Doesn't global_sync or global_anim_sync bypass that behavior, by the way? I think it would somewhat make sense if all of these pickups had the sparkling animation globally synced up together. Well, at least it makes sense to me.

Re: 4.4.2.0: animation for rocket collectible (BDX_ROCKET) is wrong

Posted: Mon Jun 08, 2026 9:45 am
by Holger
Definitely yes -- but this currently does not work for the BD engine, unfortunately, which does not support all those custom graphics settings that work in the main engine.

However, adding at least the ".global_sync" option shouldn't be too hard, and having that sparkling animation not only working properly, but also in sync, would definitely make sense here.