WEBVTT
Kind: captions
Language: en

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Tpbhbpbhbphbpbh Nope Nope Nope Nope No oh!

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Oh, how about this one.

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I feel like doing this one.

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Have a look.

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It’s the opening sequence to the game Crypt
of the NecroDancer.

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Watching this makes me want to play the game
again.

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Um… give me a few minutes.

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The opening video and all the cut scenes for
the game are great examples of how you can

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make an animated sequence without doing any
real animation per se, and still make it look

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really good.

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You’ll notice that in the intro, everything
is still images moving around, or in the case

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of the beating heart, being scaled to different
sizes.

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It’s more like… good motion choreography
than animation.

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In this shot with Cadence and the NecroDancer,
there are five separate pieces of art that

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are moving.

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The bones, the magic wisps, Cadence, the NecroDancer,
and the background.

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Each set of art moves at a different speed
than the other.

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The things that are closer to you move faster
- so the bones are the fastest, the NecroDancer

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is the slowest, and the background doesn’t
move at all.

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It’s the same as riding in a car and looking
out the window.

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The things that are far away barely move.

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So by making the layers of art move at different
speeds, the animation becomes more lifelike

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and looks better.

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Because it has lots of layers.

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Like an onion.

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And also an ogre.

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That’s all this is.

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Moving perspective pictures.

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A storybook on steroids.

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This animation technique has some sweet advantages.

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Since you are using only still images, you
don’t need to redraw much and you can focus

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on making the art detailed.

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Even though we don’t see it as clearly here
with Crypt of the NecroDancer because it’s

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pixel art, there are more animations like
this that use incredibly detailed still images

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to build moving scenes and characters.

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It’s also usually faster to make this type
of animation than a fully animated piece.

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So at the expense of detail in motion, you
get detail in artwork and save time and money.

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A pretty good deal, I’d say!

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As for the game animation, the pixel art is
very well done.

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Very well done.

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Good colors, good character designs, good
sprite animations.

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Pixel art is challenging because there’s
not much room for error, especially with tiny

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sprites like these.

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You find yourself fiddling with one single
pixel on the frames of your sprites, and if

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you get it wrong your animation looks choppy,
if you can even tell what it’s supposed

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to be in the first place.

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Or it’s not bouncy enough.

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C’mon, bounce dangit!

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Ah, that’s better.

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If you don’t know the first thing about
video game animations, for a 2D game like

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this it’s really simple.

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There are sheets for each character with the
frames of the animation on them, and the game

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references different parts of the sheet to
make the animation you see on screen.

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These sheets are called sprite sheets.

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So yeah, if you thought video game animations
had a timeline like a cartoon does, surprise!

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It’s all one flat PNG file.

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For 2D games anyway.

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If you can find the game’s sprite sheets,
you can replace them with whatever you want

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as long as it is the same dimensions as the
original!

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There you have it.

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You can play Crypt of the NecroDancer as Scribbles
now.

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The mod is on Steam.

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Ok, let’s check the mail!

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David Wabissa writes,
“Mummy, look!

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I drew a picture of a wolf with blue ears!”

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Get down or I’ll shoot you with my C&amp;D gun!

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My latest raid brought in a big stash of wolves
with blue ears.

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Such as this accurate depiction of the majesty
of eating a bowl of scribbles with clover

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garnish.

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By Keyframe Creations, who also happens to
be a professional artist.

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Also, I recently discovered a crown, as you
can see in this mini animation by EmojiGummyBears.

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And here’s a traditional portrait of me
by - oh, oh my gosh, where’s my body??

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I’m just a head?

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IrisPrismMLP what have you done?

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Haha, no, I’m joking.

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Fan art is the best.

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Has anybody seen my legs?

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Is there a drawing of just a body around here?

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No?...

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Anybody?

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Hello?

