emojunky — character round 4: juice, proportions, motion variants

Every clip is real frames off a running instance, every second rendered frame at 60 Hz, played back at 30 fps and magnified 4x. The controller, the hitbox and every tuning number are identical in every cell, and each row is the same input script, so the clips of a row are the same motion and loop in step — what differs is only the drawing. The window is pinned to the character's feet, so the world streams past rather than the character across the frame. In the game the same three axes are live: F2 the proportion, -/= the juice level, [/] the style of whatever the character is doing, and F3 shows the panel that names all three:

the look panel, top right of the screen

1 — juice

The same eight actions on the baseline chibi, with the secondary-motion layer at each of its three levels. off is round 3 reproduced exactly — not approximated: every lean, lag, drag, stretch and breath term is multiplied by the master, and the four spring groups are lerped by it from round 3's two settings, so at zero nothing is left. Read the arms and the head: at full they swing opposite the legs, trail every launch and dip into every landing.

off — round 3 exactlylow — half of everythingfull
walk
walk right, A/D held
60 frames, 2.00 s
walk off walk low walk full
run
the same with SHIFT
60 frames, 2.00 s
run off run low run full
jump
stand, full-height jump, land
45 frames, 1.50 s
jump off jump low jump full
fall_land
walk off a 7-tile pit, land
60 frames, 2.00 s
fall_land off fall_land low fall_land full
hang_climb
jump at the 2-tile step, hang, mantle
75 frames, 2.50 s
hang_climb off hang_climb low hang_climb full
slide_walljump
slide the 30-tile face, wall jump, catch the far one
60 frames, 2.00 s
slide_walljump off slide_walljump low slide_walljump full
rope
throw a rope (E), climb it (W), back down (S)
75 frames, 2.50 s
rope off rope low rope full
crouch_walk
hold S and walk
45 frames, 1.50 s
crouch_walk off crouch_walk low crouch_walk full

2 — proportions

Five chibis inside one envelope: 20–22 px standing, under 12 px crouched, juice full, every style at 1. The hang row is the one that separates them — an arm has to be longer than the head's radius plus the shoulder drop for the hands to go over the head, and only a4 is built that way. On the others the skull sits above the ledge it is holding.

a — chibi baselinea2 — big head, short torsoa3 — long legs, short armsa4 — small head, long armsa5 — wide pill, stubby limbs
walk
walk right, A/D held
60 frames, 2.00 s
walk a walk a2 walk a3 walk a4 walk a5
jump
stand, full-height jump, land
45 frames, 1.50 s
jump a jump a2 jump a3 jump a4 jump a5
hang_climb
jump at the 2-tile step, hang, mantle
75 frames, 2.50 s
hang_climb a hang_climb a2 hang_climb a3 hang_climb a4 hang_climb a5

3 — motion variants

Baseline chibi, juice full, one row per action and one column per style of it. Style 1 is always round 3's; 2 and 3 are different ways of doing the action, not tuned versions of one — a different gait, a different pose, or both. While a clip is taken every other action is forced back to style 1, so a row shows the one style it is labelled with.

style 1style 2style 3
walk
walk right, A/D held
60 frames, 2.00 s
walk 1
1  plant
walk 2
2  hop
walk 3
3  stride
run
the same with SHIFT
60 frames, 2.00 s
run 1
1  lope
run 2
2  sprint
run 3
3  bound
jump
stand, full-height jump, land
45 frames, 1.50 s
jump 1
1  reach
jump 2
2  diver
jump 3
3  tuck
fall_land
walk off a 7-tile pit, land
60 frames, 2.00 s
fall_land 1
1  spread
fall_land 2
2  flail
fall_land 3
3  cannonball
hang_climb
jump at the 2-tile step, hang, mantle
75 frames, 2.50 s
hang_climb 1
1  still
hang_climb 2
2  reach
hang_climb 3
3  wallwalk
slide_walljump
slide the 30-tile face, wall jump, catch the far one
60 frames, 2.00 s
slide_walljump 1
1  side
slide_walljump 2
2  facing
slide_walljump 3
3  backed
rope
throw a rope (E), climb it (W), back down (S)
75 frames, 2.50 s
rope 1
1  hands
rope 2
2  inchworm
rope 3
3  swing
crouch_walk
hold S and walk
45 frames, 1.50 s
crouch_walk 1
1  crouch
crouch_walk 2
2  ball
crouch_walk 3
3  lunge