Post

so what I mean is that, for example, you can make a button feel way snappier and tactile if you just ease in rather than ease both ways. it's like breathing in and out, it's different motions. i notice a lot of game UI using ease inout and it bugs me a bit especially with buttons. thats my tedtalk

9 reposts39 likes

oooh, this is good. i would always end up circling the drain and losing sight of the distinctions between the different eases, and sometimes picking between them essentially at random, but this little demo was clarifying. cool stuff!

right?? i noticed it recently and now it's been bugging me a lot when i see it because it could all just be so much cleaner... the ease inout just looks so sluggish and default sometimes 😔

Maybe I've got my terminology backwards, but I'd call the one on the right ease_out, as in easing the end of the animation? My goto is personally `current = lerp(current, target, 0.02)` or something similar, I like that it doesn't require a time and can naturally be interrupted/resume from any pos

LOL YEAH i do think I got it backwards, but that’s because ren’py lists them as such so I got used to it actually my other go to that’s similar to lerp is exponential decay! it’s very nice

also this is just my personal preference but i hate quad eases. they feel so bad in the way a floaty character controller is. fuck around with weird easings and make your things immediately snappier and more playful