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/ > /fap/ > Thread 37444 Age: 1.07d Health: 58.93% Posters: 3 Posts: 3 Replies: 2 Files: 1+3 >> Anon 108547 3x more frames Found out a workflow for increasing frames between animations, this was my first test file. Still requires a lot of manual work but I learned a bit of Flash CS6 Pro and .jsfl scripting so I'd say that's a win. [IMG] [Eggplants] Peach x Bowser Doggystyle - High FPS Edit.swf (887.4 KiB) 550x650, Compressed (Deflate). 6 frames, 72 fps (00:00). Ver15, AS1/AS2. Network access: Text: Bitmaps: Audio: Yes. Video: <METADATA> [find in archive] >> Anon 108548 Looks pretty nice, the movement is fluid >> Anon 108549 Looks a little smoother at 72fps compared to 24fps. Here's the original for comparison: https://eye.swfchan.com/flash.asp?id=127 787 I hope Ruffle adds a way to double/triple/quadruple frames between keyframes automatically, it's in dire need for many older flashes that use flash's default 12fps. Should be possible to increase it by a number like 10 (turning 10 fps flashes into 100 fps). As long as ActionScript 1/2 functions or variables divides the current frame to undo the increase it shouldn't break anything. gotoAndPlay() needs to multiply inserted frame before jumping to that frame. I assume Ruffle can't just perform its rendering more often per second since there could be AS stuff controlling the graphics or reading movieclip positions and so on. I hope someone has already suggested this to Ruffle since it is an obvious feature to me. I'd imagine in the right-click menu you could select "increase framerate" and then enter a number 1-100, with a desired fps cap (120 suggested, the max in the swf format specifications). And the embed code could have a target which increases it by default. Going slower would of course be nice if that's possible. If the flash player just did that automatically it wouldn't create a bunch of near-duplicate swfs, and it also seems like your extra frames increased the filesize by 247kb. | ||||||||||
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