Please run the project on turbo mode. (Shift + Click on the flag) I mean, you can click the screen while running the project to see why, but I mainly put that message in the project so nobody says "broken" in the comments.
Huge credit to Big Blue Bubble, of course. The animation and sound was all done by me. So, why am I posting My Singing Monsters and not The Ninja? The truth is, I've been working on a project on The Ninja, but I haven't yet released it due to a few bugs and unfinished features. I also happen to like MSM. I've seen few MSM animations when searching it up, and fewer good ones. Mostly little kids having fun and giving it a shot, ultimately constructing about 3-5 costumes playing at 5 fps, or static images of monsters with some kind of story. I made an idle animation and 2 tracks at 12 frames per beat. If the animation was at 120 bpm, this would translate to 24 fps. In this project, it was set to 160 bpm, meaning that it would've been 32 fps if everything could work properly. This is greater than Scratch's framerate, so not every frame is visable unless you use TurboWarp and crank up the fps. (I brought the tempo down so that no longer applies) How did you do this? (Lots of yapping, Scroll past it if you want, I have more to say) It is a tad bit complicated to some, but I found it to be the most effective way to animate a monster in Scratch. So, the simplest way to animate a monster is to construct each frame using the sprite sheet. Then you have the issue of pivot points, which can be fixed by joining the object you want to rotate with an invisible circle. For more info on that, visit this person's project right here: https://scratch.mit.edu/projects/385068379/ So, here is the steps to how I did this: 1. I ripped the sprite sheet off of The Spriters Resource. 2. I took every part of the monster and separated them into different sprites, not costumes, not objects within a costume, different sprites. of course, some sprites shared costumes, such as the eyelids, and the Noggin's 6 fingers. 3. Because every sprite will rotate on the center of the costume editor, I placed each part of the sprite so that the center of the costume editor was directly where I wanted the part to pivot. 4. I constructed the monster out of sprites. 5. For coding, I started by making the project layer the sprites each time the flag is clicked. 6. I made most of the joints (excluding the head and feet) follow the rotation and position of their assigned parent sprites. 7. I made a variable that changes each time a sprite changes position and rotation using the point in direction __, go to sprite __, and move __ steps blocks. Each sprite must wait for the variable to equal a certain value to change position and rotation. The variable will then increase by 1, allowing the next sprite to do the same. 8. I made the head follow the Noggin's left foot. 9. I created a variable that allows the Noggin to rotate off of the other foot depending on the value. 10. I created a variable that counts the frame number. 11. I made the the frame increase by 1 every 0.0625 beats, and reset after reaching 96 frames. 12. I made a list for the rotation of the head for each frame, and another for the foot the Noggin puts its weight on. 13. I made the shadow follow the X position of the head. 14. I animated the hands and feet. 15. I animated the pupils by making them track a new sprite and created a method to use my mouse to record numbers for rotation. 16. I animated the fingers and the jaw. 17. I started typing in the notes and credits. 18. I imported my sounds. 19. I created a new list with numbers that represent the tracks the Noggin is going to play based on how many times it has already played. 20. I realized that 160 BPM is a bad tempo for this project. I'm setting the BPM from 160 to 120 and leaving it at the idle animation. 21. I realized that 65 bpm works for some reason and I rolled with it and animated a track anyway. 22. I created a new list that stores the order of the tracks I want to play. 23. I made the animation loop to the track I wanted after it was done playing. 24. I spent a year on-and-off animating it. I finished animating track 1 on September 5th, 2025. Yikes. 25. I typed in the notes and credits again after realizing the last step I typed was step 20. How long did it take you? I started on it on August 23rd, 2024, and I almost started working on the playing animation, but Scratch wouldn't loop sounds correctly if I wanted it to, likely because of the framerate, so I gave up for now on the 30th. I took too long to finish track 1. Will you animate Noggin more or animate another monster? I'll animate other monsters. I did make some tracks on a slower tempo in composer, and I'm willing to transcribe it to LMMS and import it to Scratch. I'll likely animate Quibble next. I'll also use other people's rigs and remix, and it's 100 BPM, so I'll animate it's playing animations. 8 of them, I think. I will likely do only idle animations for vocal monsters because my voice and mic together make it nearly impossible to sound decent.