| >> | Anonymous 16apr2026(th)20:13 No.108547 OP P1| 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. |
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| >> | Anonymous 17apr2026(fr)04:38 No.108548 A P2R1| Looks pretty nice, the movement is fluid |
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| >> | Anonymous 17apr2026(fr)04:45 No.108549 B P3R2Looks a little smoother at 72fps compared to 24fps. Here's the original for comparison: https://eye.swfchan.com/flash.asp?id=127787 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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