Noticed in 0.9 that explosions go too fast. When the camera centers on Explosion_Position the game has played most explosions frames already so the player usually sees only the end of the explosion animation.
Possible solution: in sequence
Missile shot or grenade thrown
If timer reaches 0 or missile hits schedule camera movement among other game events to explosion position. So the game knows it should sometime move the camera to explosion position
Camera is CENTERED on explosion
Explosion frames play out
Display sprite Frame 1 and KEEP IT ON SCREEN don't let it disappear
wait a few ticks = on correct computer speed or framerate if you calculate it for users CPU strength
Display sprite Frame 2 and KEEP IT ON SCREEN don't let it disappear
wait a few ticks = on correct computer speed or framerate if you calculate it for users CPU strength
Display sprite Frame 3 and KEEP IT ON SCREEN don't let it disappear
Measure the time of EXPLOSION_SOUND_EFFECT_DURATION and keep the explosion sprite frames ON SCREEN so that LAST_FRAME_OF_EXPLOSION_SPRITE is KEPT ON SCREEN right until explosion sound effect play ends.
This requires skillful timing of showing every explosion frames for the correct duration.
In the original game explosions play out very skillfully timed, please observe.
In OpenXCOM explosions play out too fast when the camera gets centered on it the frames are usually GONE or only the last 1-2 frames play then I can see only smoke.
I did special effects for two of our commercial games so I noticed this.
Examples: using the explosion sprite MOD
Basic anim 0.2 sec pause between frames
8 FRAMES (default number of sprites)Double-frame using
FRAME_1 ....
FRAME_2 50% opacity Dissolve layer mode in Photoshop
FRAME_2 100% opacity Dissolve = Normal at 100% opacity layer mode in Photoshop
FRAME_3 50% opacity Dissolve layer mode in Photoshop
FRAME_3 100% opacity Dissolve layer mode in Photoshop
etc..
16 FRAMESSame animation sped up: 0.05sec delay between frames simulating FiRE SPEED 5 or 6 in OpenXCOM
16 FRAMES0.02 sec delayed animation per frame to simulate OpenXCOM FiRE SPEED 5 or 6 using above frame doubling technique:
16 FRAMES