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Mixing frame-by-frame with cut-out animation
(English isn’t my first language, excuse me for any bad grammar)
Hello. I’m developing a Sonic the hedgehog fangame (or romhack, rather), called Mobius Evolution 2, whose first demo shall be getting released in less than 2 months from today for the Sega Genesis/Megadrive.I want to try to do an animated intro before the first level plays. I’m not yet a professional animator, formally I’ve just begun studying the animation career the past year, and there’s a lot I have to learn and practice yet. In fact, I actually doubt getting this intro ready on time, especially considering I’m the project’s chief programmer too, so I want to try some means to save some time, if no one has issue with that…
First of all, consider that even if they are compressed I can’t add too many frames to the ROM, we have no more than 4MBs of storage; if I can save some drawings in walk cycle by moving the character up/down and keeping his feet off-screen, I will. I’d arrange each scene from the storyboard based in priority; I’d try my best to draw the keyframes myself, outsource the in-betweens to whoever willing to help, and if time gets on my heels, I’d animate the rest through cut-out technique, and export the sequences as full frames. I paint the frames, convert them all to the ROM, and reprogram the layer movement sequence by hand. IF there’s time left afterwards, I’d slowly replace the cut-out frames with other new frame-by-frame, still following the priority, then release it with however work I manage to put out in the end.
Is any of this a bad practice or a badly-seen practice? Is the style shift more noticeable than I believe would be? Any tips?
Thank you!