Showing posts with label Examples. Show all posts
Showing posts with label Examples. Show all posts

Paco Bell Cannon




Click Image to Enlarge.
The first appearance of Paco Bell Cannon was in the cartoon for the Broccoli Bomber. It drives across the foothills of Tora Bora, playing music, essentially blasting them out of their holes. It was an extreme tactic but for some reason it actually worked. We make dreams here at Stereomedia. We share social dreams. Paco Bell draws on the attention given to a certain Mexican fast food chain. But it also relates to Pachelbel, the great composer. I hope I'm spelling his name right. Imagine a weapon of war, that did nothing but play the same song endlessly. It would drive out the enemy with ease. I can guarantee that.

That's the message behind the Pachelbel Cannon. Weapons of peace can have a better effect on cooperation when compared to weapons of war. And if we are to evolve as a species, we will need to eliminate all of our weapons of war. That is one of the goals of our lifetimes.

Stereomedia stands for Peace And Sustainability!


Example: Greetings


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Greetings has been gifted.  It no longer resides in my collection.





Example: Cup Game


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I don't know what's in their cups, but they look pretty young so I want to say it's juice
That's all.  I'm not encouraging you to go and play this game of revelry (and rivalry).  But I am suggesting at the end that you will fall down.
On that note, and on the reverse side of the flipbook, you will find instructions on how to draw your own, using the math and art techniques that were employed to compose the one that i haven't uploaded yet. 

Example: Solar Co.

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Save the Planet!  Rally the Troops!
[flipbook video requires upload]

Example: Quarters Up!


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A timeline, as well as a sequence, for this flipper.

Example: Empty Park

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This is another interactive flipbook, where you are given a bunch of skateboarding ramps, and you can do whatever you want with them. 


Imagine you get up early in the morning, and you go to the skatepark, and nobody's there.


Now, also imagine that you can do anything!
Then, you are prepared for what you can do with the Empty Park skateboard flipbook. 



Example: Rolling Hills



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Are you trying to learn how to draw flipbooks?  Use Rolling Hills to give you a jump start on drawing "Turtle on a Bicycle."  






The "Rolling Hills" flipbook is one where the hills have been drawn for you already.  Now, it's up to you to install the turtle on a bicycle.  Or, a tractor trailer.  Or a giraffe.  


Whatever you'd like to run around on these hills, you can add it.  It's an interactive flipbook for your enjoyment (and inclusion).


You could find this flipbook on the backside of "Turtle on a Bicycle."  Who knows?  It's a blend of intelligence and elegance.  

Example: Freestyle Skateboarding

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Below is a guide on either how to skate, or maybe how to draw an animated skateboard.
Not really sure what it actually is, but I drawed it. 












Example: Breakdancing Bot

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A conceptual drawing for the Dancin' Bot

Example: Tornado


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A Layout/Sequence for Tornado


this is the frame where the cow gets picked up

If you count the sticks lifted up from the houses, does it match the wood in the lettering?

If you put a computer TV effect on it, it really does look like a cartoon on video.





Example: How To Surf

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Example: Dunkasaurus Rex



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see [sequences] to learn how to use these drawings to help you draw your own.




Print Suggestions

Double-sided, one to imply that you are supposed to play the controls as Magic, and the other side as Dunka.  Interactive, in that you are encouraged to fill out the directions of the controls to indicate that you understand how to play this, if it were a real videogame. 






Example: Awesome Drummer


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The "Awesome Drums" flipper is supposed to teach you what a midi sequence is all about.  Eventually there are going to be a ton of midi flipbooks, and hand-written sequences on paper, as a way for musicians to communicate via language about how the construct their songs.  Music has a langauge.  This has also been the same for a very long time. 

Language changes over time.  We do not create this change arbitrarily, but it happens due to various circumstances.  In the case of music, the language changed once we started computerizing it.  All of the great jazz musicians essentially told us, you don't need to read music to play it, because music is its own language.  And I agree with that sentiment.  

I also think you need to learn to play the drums. 

Can you improve your drumming skills just by watching this?  I think you can.  Note how the hi-hat and the snare are both green, on the left.  That is to say they are also active in the sequencer bar.  Then note how they are in the last frame of the sequencer.  And our blue-hatted friend, Kid Analog, is hitting both the snare and the hi-hat.  Right on, my man.

What do you think is going to happen next?  

A.  Pause for a second, then both the high hat and the bass drum at the same time. 
B.  A whole lot more random drumming
C.  The hi-hat will walk away and so will the snare. 

If you said A, B, and C, then you are right.  All of those things are going to happen.  Now that you know how to read that language, you can transcribe and write your own: 














Example: FutBol


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Example: Turtle on a Bicycle


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See also:  Rolling Hills (link: coming soon).  

This is a Turtle on a Bicycle.  You can draw your own.  Here are the elements that were used in the construction of this flipbook.  I didn't use a computer.  There were no special techniques.  

You are as good as a computer.  Your mind is more powerful than any computer in the world.
Don't believe me?  Prove it to yourself!  Just try to build your own flipbook, using Ralph as a lesson.

Ralph is a turtle.  He is slow.  But you can make everything appear to go faster, because you control the pages.  When you take away the motion, Ralph is on every page.  He has a body and a helmet and a shell.  It's all good if you have a helmet.  

You are going to need some pens and markers.  Click [tools] at the top to order, and check below at the image to determine what Prismacolors you need to buy.


Maybe you have a difficult time drawing the hills.  You could take the easy route, and just buy a "Rolling Hills" flipbook, one with things partially drawn for you.  

Or you could try to learn how to draw it yourself.  
That will teach you how to animate waveforms. 
(might also cost you a couple books in mistakes...  practice in margins).



Flarfball

Example Flipbook:  Flarfball
Have you ever played Flarfball with your friends before?  It's fun.  
All you need is a dodgeball, a trampoline, and two of your friends. 

The person on the trampoline is vulnerable towards getting flarfed. 
You do not want to fall or hurt yourself, so remember to yell "flarf."

There are strategies and a few other rules, but that's basically how it works. 
I wrote a little bit more about it below, if that interests you.




Ned Lamont examines Flarfball. 


Flarfball:  Rules and Strategies


Here are some strategies for winning Flarfball.  Actually, these are more like configurations of positions of people.  The "Diameter-Radius" tactic is one where you must pass the flarf to your temporary team-mate on the other side of the trampoline.  That's a diameter.  If you connect, that's a radius.  This technique demonstrates why basketball and other sports keep records of a statistic called "an assist."

Another technique, the high bounce, involves getting on the trampoline with the other player and bouncing up there with them, trying to throw their timing somehow.  It certainly changes the rules around a little bit, and every group can decide on their own bunch of rules. 

When a Flarfer gets off the trampoline without getting hit by the flarfball, that's a time-out.  This can be used if the flarfer is getting too tired to hop around.  Time-outs can last 2 minutes, or a water break, a swimming break, an hour, or maybe even a day or two.  Hey, these are just the rules. 

Flarfball:  How to Draw the Flipper

This is how I drew the flarfball flipbook.  As you can see by the lines on the page, note how the detail is added in layers.  That's a common technique described in the section on layering, here on Flipbook Island, and I suggest you give that a read-through, if you would like to draw your own to teach your friends how to play Flarfball.  

Flarfball:  A guide on how to play

And these are the rules.  They're the only rules that can ever exist about the game, because the rule-making days of game development are over.  All you Flarfheads out there can improvise from these guidelines that have been given, but you must not waste your afternoons writing elaborate rules everyone must follow.  -Dunka



Other New Flipbook Originals

July 2011 Update.

A collection of the latest and greatest in animated sequences from Kid Analog.
Watch a total of # animated notebooks in this video, shot at the Cornercopia in New Haven, CT.

1.  "Tornado!"  The most remarkable feature of this little notebook is that it is the only piece of literature where you can actually feel a small breeze that has been generated by the tornado while you flip it.  Just like a real tornado, watch this entire neighborhood get destroyed in all of about 10-15 seconds, depending on how fast you flip it.  It's possible you might want to search it for memorable freeze-frames if you ever get a copy of it in your hands.  

2.  "Breakdance!"  Breakdancing is fun, but it's even more fun when you are watching the Bot, because  it moves in a robotic "pop and lock" "can't stop it" type of way.  Kid Analog is the Deejay, and as soon as the record is on, the Bot begins to move.  These are only a few different moves that the bot can do.  This flipbook is based on the code for a videogame that I invented.  Unfortunately, I can only create analog videogames, the kind that do not need computers to work.  

3.  "Breakdance Instructional"  Aside from just entertaining you with a dancing robot (which should be good enough in of itself), Kid Analog encourages you to get down with at least trying to make your own.  Ultimately, it's cheaper than buying my expensive crap, if you can make it yourself.  Everything you are reading right now was written to help make that process less payingful.  Maybe more eventful, if you are able to create your own events. 

4.  "Futbol."  It's Africa VS Europe for the final GOOOOOAAL!  Rock out and follow the moving objects, as you go across the screen to the place that you need to.  That's called the GOOOOOAAL! 
This was inspired by the world cup of 2010.  It stays as part of my personal collection of good ones, and while you can go ahead and watch it over and over, nothing beats going outside and playing soccer.

5.  "Sabotage."  An oldie but goodie, this one began as a sketch in a notebook in high school.  This one has some licensing issues, with the fact that there's a Pac Man on it, and I'm not sure if I have to pay a licensing fee for even mentioning PacMan, but maybe I should watch out.  Hey, however it's a very enteratining flipbook and it reminds you that it's a videogame, and you should be careful of who and what you play.  Because especially with flipbooks, you might learn that the game is playing you.  

6.  "How To Surf."  The original How-To-Surf flipbook was inspired by the one and only Dunkasaurus, who never knew how to surf, but would watch the waves, and knew very well how to draw flipbooks because he spent all of his time on the island.  When Kubla Kai went back to take over the rest of Asia, Dunka had tons of time to practice imagining what it would be like to get all surfy, but couldn't get in the water because Dunka can't float.  Therefore, when Dizzy arrived one day (for the first couple days he seemed a little out of it, then it became evident that this was a permanent condition) Dunka shared with him the flipbooks that he made, about how to surf.  This actually helped Dizzy learn how to surf, and as he said later on in life, "I would have never imagined such a thing.  Thanks, Dunka!"

7.  "Dunkasaurus Rex."  Legend has it, that there was a boy who created these things, and he came from a time and place where the world worshiped a barbarian tribe of Canadians.  And at that show, in his back pocket, he kept an unfinished copy of this original flipbook in his pocket, disregarding the danger of it being damaged or destroyed.  And at that show, he met one of the leaders from the Canadian tribe and offered him the original "Sabotage" flipbook.  This is a true story (see 2:39).  

The real history of Flipbook Island has yet to really unfold, but you will be sure to show you how it all goes, over the series of many illustrations and animations. 







Images from Old Flipbooks

A few tricks on writing flipbooks

1.  Start on the bottom page of a bound set of pages.  
This will help you see the page behind it slightly, which chronologically is previous and happens to contain the locations of where all the movement is based, if you can see through it a little. 

Sabotage version 3
2.  Map It Out First
Draw a sample still frame of what you would like to see over the course or duration of the animation sequence.  That's known as "Sequences" and there are examples of these in the tag cloud on the lefthand bar, underneath the Facebook "Like" on this page.  


Solar Educational 2
3.  Draw One Completely.  Then draw it again.
Note how there are "2"s and "1"s next to the names of the flipbook.  Dunkasaurus 2 means that I already had drawn a Dunkasaurus prior to this.  That also means this is only the 2nd Dunkasarus flipbook I've ever drawn.  Not bad.  Look where I'm at with Turtle on a Bicycle.  


Dunkasaurus 2
4.  Leave Parts Unfinished For Others.
Empty Park is missing something...  It's missing Skateboarders!  Where are they?  For the next person to draw, leave parts unfinished.  Then it becomes a collaborative flipbook. 


SkateboardMusic 3

How To Surf 2

Futbol 1

Mathematrix 1

Awesome Drummer 2


Futbol 1

Flarfball 1

Turtle On A Bike 7