Board: M.U.G.E.N Discussion
My tip is to use 4,4,4, etc for all frames then adjuts/reseach based on that, you can also compare the feeling or real timing to the feeling of having 4,4,4.
Ah yes, animating on fours. http://www.michaelspornanimation.com/splog/?p=2626
Now keep in mind that animation is typically done in 24 fps, while games are 60
So when you do fours in mugen, it's about the same as animating on twos in a traditional sense, which is why it works so well.
Other considerations -
Transitional sprites (motion blur etc.) should never last for more than 1-2 frames. Never put a red box in a transitional frame unless you plan to have 0 hitpause time (which would be wrong).
HITPAUSE MATTERS! 90% of the feel of a game is defined by hitpauses in my opinion. Not enough, and the game feels like a cocaine fuelled slapfest. Too much, and it'll feel slow and clunky. The number of posts about hitpauses so far should be telling.











