Draw order and notes

All animations play at 12 FPS. Multiple files under the same draw order number are mutually exclusive and play in the same "slot." 

NOTES ON BUBBLES: My Bubble particles are rendered at 50% scale instead of 25% so they can be scaled down in-engine as needed to create illusion of depth. My sprites should be used for larger, less numerous solo bubbles. Mandy's Bubbles should generally be smaller, more numerous, and more clustered. A cluster of smaller bubbles rising along with one large one should look good, but I have been unable to test this. My bubbles look good with or without a slow side-to-side 'wobble' of not more than 30ish degrees. If that's difficult to do smoothly in-engine, you can use the included pre-wobbled sprites:
Bubble_FocusedWobble10_Loop, 
Bubble_FocusedWobble25_Loop, 
Bubble_UnfocusedWobble10_Loop, 
and Bubble_UnfocusedWobble25_Loop
These are quite a bit larger than the normal bubble sprites since the rotation is built in, just FYI.


From back (01) to front (XX)

01	---	Backdrop_Fog_Static

02	---	Bubble_Unfocused_Loop & Mandy's blurry bubble particles (PLaced at random, infrequent, these particles should very in size, and should increase in size as they ascend from bottom of frame to top. If possible, draw these with reduced alpha so they fade into the backdrop)

03	---	Backdrop_Monitor_Static

04	---	Monitor "snow" effect

05	---	Backdrop_MidCables_Static

06	---	Bubble_Unfocused_Loop & Mandy's blurry bubble particles (see above, but increase alpha)

07	---	Backdrop_Console_Static

08	---	Speaker_Body_Loop (loops continuously); DG note -- add ribbit too

09	---	Speaker Face
	A	---	Speaker_Idle_Hold (When not speaking)
	B	---	Speaker_Phoneme_Eeh,Speaker_Phoneme_Ooh,Speaker_Ribbit (Use InOut frame for beginning and end, play Hold frame for as long as desired for speech cadence, then return to Speaker_Idle_Hold); can mix and match in and out with different phonemes

10	---	Speaker_EyeBlink_Once (Only while blinking, otherwise do not draw this layer)

11	---	Toothy (These are repeating loops of the lever and evopup wiggling idly, with the evopup occasionally chewing on the lever and moving its hand into different positions. I have provided two loops with the same start/end frames so that one should flow naturally into the other.)
	A	---	Toothy_Idle_Loop
	B	---	Toothy_Idle2_Loop 

12	---	Bubble_Focused_Loop & Mandy's non-blurry bubbles (PLaced at Speaker's mouth when speaking, at "accordion" gaps along speaker's spine, near Toothy's mouth, etc. These should appear individually or in small 'clusters' These should also infrequently rise from gaps and joins in the console itself, these particles should very in size, and should increase in size as they ascend from bottom of frame to top. Drawn at 100% alpha)

13	---	Foreground_Cables_Static

14	---	Bubble_Unfocused_Loop & Mandy's blurry bubble particles (as above, but larger. These are out of focus because they are too close to the camera, where the others are out of focus because they are too far away. Draw at 75% alpha)

15	---	Peeker Face
	A	---	Peeker_Idle_Hold (When not blinking)
	B	---	Peeker_Blink_Once (return to Idle_Hold when done blinking)

15	---	Peeker Hand (Off-screen at start. This hand should occasionally move into frame and 'splat' against the screen.)
	A	---	Peeker_HandPos1_In (from off-screen to first position)
	B	---	Peeker_HandPos1_Hold (hold as long as desired, then either HandPos1_Out to go off-screen or HandPos2_In to change position)
	C	---	Peeker_HandPos2_In (start from HandPos1_Hold, end at HandPos2_Hold)
	D	---	Peeker_HandPos2_Hold (hold as long as desired, then go to HandPos2_Out)
	E	---	Peeker_HandPos2_Out (Move from HandPos2_Hold to HandPos1_Hold)
	F	---	Peeker_HandPos1_Out (Move the hand off-screen and stop drawing it until it is needed again)

16	---	In-engine water distortion effects