Yes, hitcircleoverlay.png can be animated. >.<
But currently, the animation plays so damn slowly, you won't even see the second frame in a map with a high AR. That is why i made this thread.
So, what I'm proposing is to make the animation faster. Moreover, it would play according to a map's AR. Meaning, the animation will not loop, instead, it will play all the frames from the time a hitcircle appears to the time it is supposed to be hit.
For example (since I don't know how this AR is calculated), let's assume that variable animationLength is the total time in ms from the time the hitcircle appears to the time it's supposed to be hit, variable frames is the number of frames found in the skin, and variable frameDelay = animationLength / frames. frameDelay will then be the ms value of delay between frames of animation. This allows all frames to be shown without looping, where the last frame corresponds to the time when you aim to hit the note.
But currently, the animation plays so damn slowly, you won't even see the second frame in a map with a high AR. That is why i made this thread.
So, what I'm proposing is to make the animation faster. Moreover, it would play according to a map's AR. Meaning, the animation will not loop, instead, it will play all the frames from the time a hitcircle appears to the time it is supposed to be hit.
For example (since I don't know how this AR is calculated), let's assume that variable animationLength is the total time in ms from the time the hitcircle appears to the time it's supposed to be hit, variable frames is the number of frames found in the skin, and variable frameDelay = animationLength / frames. frameDelay will then be the ms value of delay between frames of animation. This allows all frames to be shown without looping, where the last frame corresponds to the time when you aim to hit the note.