First of all, how did we get here?
The original sliding trick featured in
Into the Takumi-Verse was made by the incredibly talented and wonderful Samallama. It consists of a character with the "Slide in from X" and "Slide out from X" appearence/disappearence animations set, with each frame having the "Hide previous characters" checkbox marked. These 2 screenshots are how it is implemented in the editor:
In action, this looks like this. Note that the AAO player waits until it has fully moved the character before preforming the shake effect (and for some reason skips the flash).
Is this how it is implemented in Blooper-Verse?
No. Blooper-Verse uses a modified version of the effect where the "camera" remains stationary, with some extra fluff.
To help with explaining why this looks different from Takumi-Verse, let's replicate this example in another case.
The problem with this that hasn't been mentioned up until now is not with how it
looks but with how it
sounds. As shown in
this youtube video, the player plays the sound effect immediately as the character is leaving the wall, but delays the text effects until after the character has finished moving. This isn't a problem in Takumi-Verse due to various other factors, and there are good reasons why this behavious is and should be the case (e.g. characters exiting SFXs being properly timed) however this presents a rather annoyingly noticible offset for this usecase.
How do we fix this?
In this case, we split the frame into two frames: one with the movement, and one directly after it with the sound effect and shake. This can be seen and heard in the last secion of the video linked above. Now the timing of when
the sound effect plays relative to the start of the movement and the timing of when
the character hits the wall and the next frame starts are separated and individually controllable. This is useful for differing distances for longer/shorter slides, and in Blooper-Verse's case: Allowing time for the character to "rest" on the wall a bit.
This splitting trick between
Action and
Sound is also how the mask bonk sound effect is timed, rather than making a separate sound file with the delay. Hopefully this breakdown helps, and if you would like explainations for how any other effect is pulled off feel free to ask and please don't be afraid to check out the editor as well to see what cool tricks and abominable bodges are hidden within.