emojunky — character round 5: three builds from a4, seven styles per action

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. Baseline: build a4, juice full. Styles are tagged by author — core (rounds 3 and 4), o (this round), x (Astra's, when they land).

The F1 tuner, four of its twelve tabs: juice, general, build, and one action (every registered style of it, the live one first). Every slider is live on the next tick and is written to look_tuning.lua.

the F1 look tuner

builds

Three new bodies built out of a4 — the build he called the most correct — each keeping the one thing that makes a4 work (an arm longer than the head's radius plus the shoulder drop, so the hands clear the head in a hang) and changing the body around it. Every one solves to 20–21 px standing and under 12 px crouched. The hang row is where they separate.

a4 — small head, long armsa4b — pill on legsa4c — pear: wide low bodya4d — bean: small head on a neckx1x2x3
stand
stand still: the idle breath and nothing else
45 frames, 1.50 s
stand a4 stand a4b stand a4c stand a4d stand x1 stand x2 stand x3
walk
walk right, A/D held
60 frames, 2.00 s
walk a4 walk a4b walk a4c walk a4d walk x1 walk x2 walk x3
jump
stand, full-height jump, land
45 frames, 1.50 s
jump a4 jump a4b jump a4c jump a4d jump x1 jump x2 jump x3
hang_climb
jump at the 2-tile step, hang, mantle
75 frames, 2.50 s
hang_climb a4 hang_climb a4b hang_climb a4c hang_climb a4d hang_climb x1 hang_climb x2 hang_climb x3

walk

walk right, A/D held

plant
1  plant core
hop
2  hop core
stride
3  stride core
march
4  march o
scissor
5  scissor o
tiptoe
6  tiptoe o
windmill
7  windmill o
stroll
8  stroll x
limp
9  limp x
loose
10  loose x
teeter
11  teeter x

run

the same with SHIFT

lope
1  lope core
sprint
2  sprint core
bound
3  bound core
naruto
4  naruto o
blur
5  blur o
gallop
6  gallop o
panic
7  panic o
boxer
8  boxer x
heelkick
9  heelkick x
piston
10  piston x
faceplant
11  faceplant x

jump

stand, full-height jump, land

reach
1  reach core
diver
2  diver core
tuck
3  tuck core
hero
4  hero o
frog
5  frog o
star
6  star o
cartwheel
7  cartwheel o
rocket
8  rocket x
jackknife
9  jackknife x
slingshot
10  slingshot x
bellyflop
11  bellyflop x

fall_land

walk off a 7-tile pit, land

spread
1  spread core
flail
2  flail core
cannonball
3  cannonball core
swim
4  swim o
tumble
5  tumble o
airrun
6  airrun o
helicopter
7  helicopter o
blindfold
8  blindfold x
ragdoll
9  ragdoll x
sitfall
10  sitfall x
doubletake
11  doubletake x

hang_climb

jump at the 2-tile step, hang, mantle

still
1  still core
reach
2  reach core
wallwalk
3  wallwalk core
onearm
4  onearm o
pullup
5  pullup o
scramble
6  scramble o
mantle
7  mantle o
lsit
8  lsit x
heelcurl
9  heelcurl x
fold
10  fold x
shiver
11  shiver x

slide_walljump

slide the 30-tile face, wall jump, catch the far one

side
1  side core
facing
2  facing core
backed
3  backed core
eagle
4  eagle o
cat
5  cat o
scrape
6  scrape o
backkick
7  backkick o
abseil
8  abseil x
ratchet
9  ratchet x
squeegee
10  squeegee x
dangleglove
11  dangleglove x

rope

throw a rope (E), climb it (W), back down (S)

hands
1  hands core
inchworm
2  inchworm core
swing
3  swing core
vpull
4  vpull o
monkey
5  monkey o
swinggrab
6  swinggrab o
frantic
7  frantic o
lockstep
8  lockstep x
seatlock
9  seatlock x
armhaul
10  armhaul x
yoink
11  yoink x

crouch_walk

hold S and walk

crouch
1  crouch core
ball
2  ball core
lunge
3  lunge core
duck
4  duck o
crab
5  crab o
roll
6  roll o
sneak
7  sneak o
turtle
8  turtle x
scooter
9  scooter x
caterpillar
10  caterpillar x
peekaboo
11  peekaboo x