^^^not all of it, but you at least posted the running animation
once in your topic.
tokumaru wrote:
Do you think that games with laggy controls are that way because animations for new actions have to be loaded? If so, I wonder how it would look if the game allowed the actions to take place right away, keeping the old graphics until the new ones are loaded. I kinda plan to implement something like that... even if the tiles can't be loaded in time, new actions start anyway, and only the animation lags.
Not most times. I've seen one or two speedruns that allege this but no substantiation. However, a bigger factor for smooth animation is that, obviously, you don't want to be jerky--which means that you either need a transition between any two states (so, different from running->throwing than from standing->throwing) but one way to reduce the magnitude of transitions you need is to have common intermediate states- so the former turns into running-stopping-standing-throwing. Obviously, this takes more time for the character to display, and the computer can't know you want to throw until you hit the button (to start with stopping), so there is longer between button and throw. This can be avoided by accepting jerkiness or using more animation frames (or, with models, some kind of tweening...but that has its own problems.)
But the more important one is from that caveat that the computer cannot start the animation before you send it the directive...so if your guy has a wind-up before his throw, then the wind-up must be completed before the ball leaves his hand and after you press the button.
Consider the
Prince of Persia standing jump. He crouches, then leaps up. To remove or shorten the crouch would reduce the realism of the jumping animation, but would be necessary to make the jump happen closer to the button press. Super Mario in
SMB3, on the other hand, has "running" frames and a single in-air frame (well, two, but only one for going up) and absolutely nothing in between. So, you press the button, and Mario is immediately in the air in his in-air pose, having never animated a jump motion of his limbs.
Similarly, consider Megaman's Buster. He has one shooting frame [with variations for walking and jumping and climbing ladders, so that no further transitions are needed!]. You press the button, he immediately is in that frame. There are no in-between animation frames of his hand turning into the Buster first, or him extending his arm from whatever position it was in before. It just goes from one to the other as you push it.
Contrast with Link from
A Link to the Past's sword (or rod, or cane) swing. The sword, moving smoothly through its arc, illustrates it better- but the early part of the swing where it is still to the side, it can't be hitting in front of him. (This isn't much of a problem in this game--perhaps a better choice would be Soma swinging the Reaper's Scythe in
Aria of Sorrow.)
And if you had the effect happen while the animation was still winding up, that would be bad, because the batter shouldn't be winding up when the ball goes through the strikezone, and yet get a hit.
In any case--my point is, in a lot of cases, there is a
necessary trade-off between immediacy of action(generally considered 'responsive controls') and smooth animation for that action. [Turn-around animations, or swing follow-throughs, are good examples of this on the
back end of an action "reducing responsiveness" and "cancels" are players' way of circumventing it when it doesn't just let you start a new action by default. If you've ever seen a Megaman X series (as Zero) speedrun, you can see how ridiculous this gets.]