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StoryWeaver: Use different animation for attack #661

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@manuq manuq commented May 19, 2025

Use the animation named "Attack 02" in the Aseprite source file for the SpriteFrames animation "Attack 01".

Ideally we would change the AnimationPlayer in the Player scene to just use Attack 02. But we can't do that without also adding back "Attack 02" to the template for the player. That "Attack 02" animation was removed from the player template upon request, to avoid confusion in learners, as the animation wasn't used.

So, rename animation "Attack_01" to "Attack_unused" in StoryWeaver SpriteFrames in all color variations. And rename "Attack_02" to "Attack_01".

This is confusing, but may be the only thing we can do at this point.

Fixes #509

@manuq manuq marked this pull request as ready for review May 19, 2025 17:23
manuq added 2 commits May 19, 2025 14:41
Use the animation named "Attack 02" in the Aseprite source file for the
SpriteFrames animation "Attack 01".

Ideally we would change the AnimationPlayer in the Player scene to just
use Attack 02. But we can't do that without also adding back "Attack 02"
to the template for the player. That "Attack 02" animation was removed
from the player template upon request, to avoid confusion in learners,
as the animation wasn't used.

So, swap animations "Attack_01" and "Attack_02" in StoryWeaver
SpriteFrames, in all color variations.

This is confusing, but may be the only thing we can do at this point.
This animation is still not used in the game.

Also, currently the template doesn't have such animation. To avoid
confusions among learners, it has been removed in b26c1a7. So that
means that the template would display a warning to learners if we don't
remove this requirement.
@manuq manuq force-pushed the storyweaver-attack-animation branch from 6818800 to f1d3a81 Compare May 19, 2025 17:46
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manuq commented May 19, 2025

@wjt ready for review. I have removed the requirement of the unused animation, because the template was warning about it.

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LGTM.

You could consider renaming the animations in the Aseprite source file to match?

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manuq commented May 20, 2025

LGTM.

You could consider renaming the animations in the Aseprite source file to match?

Honestly I don't want to go with the inconsistency that this leaves. The Aseprite source of the template has Attack 01 matching the Aseprite source of the StoryWeaver Attack 01. Same for Attack 02. So if I change Storyweaver.aseprite and not player_template.aseprite it will become inconsistent. Should we leave this out for now, until we can modify the template again? Also, when will be the next window to change the template? After Stella is merged? After the first program ends?

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wjt commented May 20, 2025

Ahh, now I understand. I had misunderstood that the template only has one animation. But there are two in its Aseprite source file: Attack 01 is a swipe, Attack 02 is a shield. Similar to StoryWeaver.aseprite.

Then we have storyweaver_blue.tres SpriteFrames (resp. other colours) with matching attack_01 and attack_02 animations. The template_player.tres SpriteFrames only defines attack_01 – but both attack_01 and attack_02 are exported as PNGs alongside it.

So for consistency we have the following options:

  1. Swap the template's attack animations (in the spriteframes, exported PNGs, and Aseprite file) along with StoryWeaver's;
  2. Define attack_02 in the template SpriteFrames; remove attack_01; and make the Player scene use attack_02;
  3. Keep using the existing swipe-of-needle animation.

Options 1 and 2 will (very slightly...) invalidate the course materials that are being prepared/have been prepared. Option 3 means leaving #509 open.

I think that unless 1 or 2 are unexpectedly acceptable (and the relevant people have other things to think about this week) we should take option 3...

Also, when will be the next window to change the template? After Stella is merged? After the first program ends?

I think it's probably too late for the first program now but we may need to consider having programs work from a release branch (doesn't currently exist), or the latest tag (we don't have one), rather than from main in future so that we don't have this tight coupling.

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Change ink combat defend animation
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