It's very flickery here when using BBCSDL; removing all the CLGs helps, without causing any (obvious) unwanted side-effects. One could no doubt also eliminate the flickering using *REFRESH, and I expect that will be the way to go once you've added more components to the animation.
Re: Open source:mechanical eye (improved)
« Reply #1 on: Sep 28th, 2016, 05:25am »
I have been studying animation and have been practicing drawing different types of images. From what I can see, animation appears quite smooth, but from what I can tell, there is quite the gap in frame draws. Eye movement is important, but it doesn't require the fluid movement in my eye example. It will take quite some time to get the eye perfect.
It must be easy to command, and must be able to be sized, and follow the image it is linked to.
Originally, the idea was to give many commands and the toon would follow the commands. Perhaps it could be like this: PROCjumpright PROCheadright PROClefteye(90)
So the toon would jump to the right with the head turning right and left eye would be looking up
Each command would be checked many times until the sequence was complete. Its the puppet master concept that I posted on both forums, except this is designed from the ground up in code.
So all the body parts would need to be linked.
I am currently working out the way it could be done for different positions and for multiple toon types.
« Last Edit: Sep 28th, 2016, 05:29am by michaelgallup »