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Hello all! It's been a while since we did a proper patron update, so let's catch up:


What's in progress?

Not much! I'm currently taking a breather for a few weeks to try to stave off the burnout that's been slowly encroaching this year. And it's been lovely! I've actually had time to play recent games for once. Have y'all tried video games lately? They're incredible.

That said, I've not completely stopped working on New Frame Plus things. I've taken advantage of this brief lull to chip away at some long term goals, including recording lots of Final Fantasy XII footage for my Big Final Fantasy Series That Will Happen Someday, and also starting some early script work on the next batch of 12 Principles episodes. 

On that note, the next New Frame Plus episode will be about Slow In & Slow Out, because the 12 Principles series has been stalled out for FAR too long.


Bonus Q&A!

Since there may be a bit of a wait for the next episode, I'm thinking of doing a bonus Q&A stream to make up for it (in addition to our usual monthly Q&A). And this one will be available to ALL patrons! We can talk game animation, episode production, whatever y'all want! If that sounds like something you'd be interested in, let me know in the comments and I'll start looking for a good date.


Your favorite Slow In / Slow Out examples?

Do you have a favorite example of Slow In / Slow Out in game animation? If so, share it below! Having a wide variety of examples can only make the upcoming video better, and I'm sure the animators among you collectively know of WAY more good examples than I know off the top of my head. 


But that's about it for now! As always, I'm happy to answer any questions you may have in the comments below. Stay safe out there!

Comments

Kira Stegner

I’d love more Q&A because I don’t talk to people anymore 😕 But if you’re really busy, I don’t want to request more workload...

DMC4EVERUCCI

The most obvious/clear example of Slow in/Slow out as a principle in games would probably be the Mario movement in Super Mario, as even back then those devs quickly realized that having your character always move at the same speed feels kinda bad in a platformer, and that having your movement gradually build in momentum (and briefly keeping momentum once you stop the movement input) feels more believable, even with barebones 2d sprites, and allows for much more precise maneuvers. Notably, most games that *don't* use Slow in/Slow out are mostly games that rely on checkers for movements like Tactics games (where most of the times movement between one checker to the other is instantanous) or Pokemon (and even then you DO have it when using the Bike) or generally games where movement is not as important (Many point and clicks or puzzle games, some walking simulators on pc). There are exceptions in games where the character only has maybe 2 speeds and a very stiff, locked walk/run cycle that hence forces the ground beneath the character to always move in sync with their feet (Perhaps most notably in games like DMC3 or 4). However, I believe there's an important distinction to be made when talking about slow in/slow out in regards to the character's moving speed especially, and that is the way the input works in games: whether it's a button (NES/SNES/Keyboard) or whether it's an analog stick (almost any console game made from 5th gen onward). Analog sticks obviously enable the player to apply some inherent, physiological slow in/slow out when moving the character, and doesn't force the devs to make it hard-coded into the game like they did in Super Mario. (Still, some devs will not make use of it as in the aforementioned DMC3/4 example) These comments aside, I think a very cool example for Slow out in regards to player movement could be (once again...) Shadow of the Colossus, specifically the animation that plays when you need to stop your horse. Much like hitting the breaks in a racing game, you have to actively hold a button (or to hold back the analog stick in this case) to pull on Agro's reins and signal her to slow down. You feel the strain as she points her front hooves forward trying to fight her momentum as much as she can. Eventually she stops, but that animation alone lasts a considerable amount of time compared to many other examples of horse riding (or general movement) in games. Hope this could be somewhat helpful! Looking forward to the episode <3