1 00:00:00,199 --> 00:00:07,410 Tpbhbpbhbphbpbh Nope Nope Nope Nope No oh! Oh, how about this one. I feel like doing 2 00:00:07,410 --> 00:00:08,349 this one. 3 00:00:08,349 --> 00:00:14,440 Have a look. It’s the opening sequence to the game Crypt of the NecroDancer. 4 00:00:14,440 --> 00:00:30,650 Watching this makes me want to play the game again. Um… give me a few minutes. 5 00:00:30,650 --> 00:00:34,830 The opening video and all the cut scenes for the game are great examples of how you can 6 00:00:34,830 --> 00:00:40,230 make an animated sequence without doing any real animation per se, and still make it look 7 00:00:40,230 --> 00:00:45,250 really good. You’ll notice that in the intro, everything is still images moving around, 8 00:00:45,250 --> 00:00:49,630 or in the case of the beating heart, being scaled to different sizes. It’s more like… 9 00:00:49,630 --> 00:00:52,850 good motion choreography than animation. 10 00:00:52,850 --> 00:00:57,390 In this shot with Cadence and the NecroDancer, there are five separate pieces of art that 11 00:00:57,390 --> 00:01:03,079 are moving. The bones, the magic wisps, Cadence, the NecroDancer, and the background. Each 12 00:01:03,079 --> 00:01:06,909 set of art moves at a different speed than the other. The things that are closer to you 13 00:01:06,909 --> 00:01:11,579 move faster - so the bones are the fastest, the NecroDancer is the slowest, and the background 14 00:01:11,579 --> 00:01:15,630 doesn’t move at all. It’s the same as riding in a car and looking out the window. 15 00:01:15,630 --> 00:01:20,659 The things that are far away barely move. So by making the layers of art move at different 16 00:01:20,659 --> 00:01:25,959 speeds, the animation becomes more lifelike and looks better. Because it has lots of layers. 17 00:01:25,959 --> 00:01:28,209 Like an onion. And also an ogre. 18 00:01:28,209 --> 00:01:33,249 That’s all this is. Moving perspective pictures. A storybook on steroids. 19 00:01:33,249 --> 00:01:38,130 This animation technique has some sweet advantages. Since you are using only still images, you 20 00:01:38,130 --> 00:01:42,950 don’t need to redraw much and you can focus on making the art detailed. Even though we 21 00:01:42,950 --> 00:01:46,709 don’t see it as clearly here with Crypt of the NecroDancer because it’s pixel art, 22 00:01:46,709 --> 00:01:51,490 there are more animations like this that use incredibly detailed still images to build 23 00:01:51,490 --> 00:01:53,420 moving scenes and characters. 24 00:01:53,420 --> 00:01:58,590 It’s also usually faster to make this type of animation than a fully animated piece. 25 00:01:58,590 --> 00:02:03,919 So at the expense of detail in motion, you get detail in artwork and save time and money. 26 00:02:03,919 --> 00:02:06,310 A pretty good deal, I’d say! 27 00:02:06,310 --> 00:02:12,610 As for the game animation, the pixel art is very well done. Very well done. Good colors, 28 00:02:12,610 --> 00:02:17,650 good character designs, good sprite animations. Pixel art is challenging because there’s 29 00:02:17,650 --> 00:02:22,819 not much room for error, especially with tiny sprites like these. You find yourself fiddling 30 00:02:22,819 --> 00:02:26,950 with one single pixel on the frames of your sprites, and if you get it wrong your animation 31 00:02:26,950 --> 00:02:30,980 looks choppy, if you can even tell what it’s supposed to be in the first place. 32 00:02:30,980 --> 00:02:36,040 Or it’s not bouncy enough. C’mon, bounce dangit! Ah, that’s better. 33 00:02:36,040 --> 00:02:39,739 If you don’t know the first thing about video game animations, for a 2D game like 34 00:02:39,739 --> 00:02:44,260 this it’s really simple. There are sheets for each character with the frames of the 35 00:02:44,260 --> 00:02:47,950 animation on them, and the game references different parts of the sheet to make the animation 36 00:02:47,950 --> 00:02:52,620 you see on screen. These sheets are called sprite sheets. So yeah, if you thought video 37 00:02:52,620 --> 00:02:59,010 game animations had a timeline like a cartoon does, surprise! It’s all one flat PNG file. 38 00:02:59,010 --> 00:03:00,969 For 2D games anyway. 39 00:03:00,969 --> 00:03:04,319 If you can find the game’s sprite sheets, you can replace them with whatever you want 40 00:03:04,319 --> 00:03:07,480 as long as it is the same dimensions as the original! 41 00:03:07,480 --> 00:03:12,379 There you have it. You can play Crypt of the NecroDancer as Scribbles now. The mod is on 42 00:03:12,379 --> 00:03:13,670 Steam. 43 00:03:13,670 --> 00:03:17,969 Ok, let’s check the mail! 44 00:03:17,969 --> 00:03:21,989 David Wabissa writes, “Mummy, look! I drew a picture of a wolf 45 00:03:21,989 --> 00:03:23,689 with blue ears!” 46 00:03:23,689 --> 00:03:28,890 Get down or I’ll shoot you with my C&D gun! 47 00:03:28,890 --> 00:03:34,409 My latest raid brought in a big stash of wolves with blue ears. Such as this accurate depiction 48 00:03:34,409 --> 00:03:39,689 of the majesty of eating a bowl of scribbles with clover garnish. By Keyframe Creations, 49 00:03:39,689 --> 00:03:44,680 who also happens to be a professional artist. Also, I recently discovered a crown, as you 50 00:03:44,680 --> 00:03:50,579 can see in this mini animation by EmojiGummyBears. And here’s a traditional portrait of me 51 00:03:50,579 --> 00:03:56,590 by - oh, oh my gosh, where’s my body?? I’m just a head? IrisPrismMLP what have you done? 52 00:03:56,590 --> 00:04:24,610 Haha, no, I’m joking. Fan art is the best. 53 00:04:24,610 --> 00:04:36,300 Has anybody seen my legs? Is there a drawing of just a body around here? No?... Anybody? 54 00:04:36,300 --> 00:04:38,590 Hello?