Draw order and notes

Play all sprites at 24 FPS (This was necessary to achieve the quick, bird-like motion of the Stowaway)


From back (01) to front (11)

01	---	Backdrop_Static

02	---	Vent1, Vent2, and Vent3. Vents should be closed (holding on first frame) while the stowaway is elsewhere, and should remain open (holding on last frame) while the stowaway is absent. Vents should start opening about half a second before the stowaway emerges, and should begin closing immediately after the stowaway recedes.

03	---	Wall_Static

04	---	Stowaway3 (right side, furthest back).

		ArmA 
		   Entry-Exit_Ping-Pong - play this forward as the Stowaway emerges, and backward as he recedes. Hold on last frame of this sprite while not interacting, emerging or receding.
		   Interact_Once - play this to release the steam buildup in the PuffHose (see below). This is the only arm interaction for Stowaway3.

		ArmB
		   Entry-Exit_Ping-Pong - play this forward as the Stowaway emerges, and backward as he recedes. Hold on last frame while he remains in view

		Head
		   Entry-Exit_Ping-Pong - play forward as he emerges and backward as he recedes, otherwise draw Idles 1-9, or an emote listed below. Idles and emotes all start and end in the same pose, so one can flow directly into the next. When emerging, arms should lead the head by about 8 frames. When receding, arms and head should start at the same time, so that the Stowaway "pulls" himself into view and "pushes" himself out of view.
		   Idle1...Idle9
		   Bobbing (happy, agreement)
		   Yowza (surprise, alarm)
		   Brrrrr (disagreement, discomfort)
		   TripleTake (interest, distrust)
		
		Cover_Static - This obscures the inside of the vent while allowing ArmC and ArmD to pass in front of it.

		ArmC and ArmD
		   Entry-Exit_Ping-Pong - play forward as he emerges and backward as he recedes. No interactions.
		   

05	---	PuffHose
		   Hold - when nothing is happening to it
		   Vibrate_Loop - Begin looping this a few seconds before it catches the stowaway's attention. This can trigger him moving to vent3
		   Puff_Once - Play this once, starting when Stowaway3_ArmA_Interact_Once is on frame 7. Return to Hold after the last frame of Puff_Once. Delay for a good while before starting the cycle again with Vibrate Loop.

06	---	Bulkhead3_Static

07	---	Bulkhead3_Blinker_Pattern(1,2 or 3)_Loop - Choose one of these to loop continuously, then switch to either of the others When Stowaway2_ArmB_Interact_Once is on frame 7. Reset to first frame of the loop when a new pattern starts. DRAW WITH ADDITIVE BLEND MODE

08	---	Stowaway2 (center).

		ArmA 
		   Entry-Exit_Ping-Pong - play forward as he emerges, and backward as he recedes. Hold on last frame of this sprite while not emerging or receding.

		ArmB
		   Entry-Exit_Ping-Pong - play this forward as the Stowaway emerges, and backward as he recedes. Hold on last frame of this sprite while not interacting, emerging or receding.
		   Interact_Once - play this to change the pattern of Bulkhead3_Blinker (see above).

		Head (same instructions and available emotes as with Stowaway3_Head, above)
		   Entry-Exit_Ping-Pong 
		   Idle1...Idle9
		   Bobbing (happy, agreement)
		   Yowza (surprise, alarm)
		   Brrrrr (disagreement, discomfort)
		   TripleTake (interest, distrust)
		
		Bulkhead2_Static - This combines the vent cover for Stowaway2 and the bulkhead in front of him, since his ArmD needs to pass in front of both. 
		Bulkhead2_Dongle_Pattern(1,2 or 3)_Loop - Choose one of these to loop continuously, then switch to either of the others When Stowaway2_ArmD_Interact_Once is on frame 8. Reset to first frame of the loop when a new pattern starts. DRAW WITH ADDITIVE BLEND MODE
		Bulkhead2_RedAlert_Loop - Loop continuously starting from the beginning of conversation, then switch to CancelAlert_Once When Stowaway1_ArmA_Interact_Once is on frame 7. After playing CancelAlert_Once, draw nothing here. Start the alarm loop again as needed to restart the cycle. DRAW WITH ADDITIVE BLEND MODE

		ArmC
		   Entry-Exit_Ping-Pong - play forward as he emerges and backward as he recedes. Hold on last frame of this sprite while not emerging or receding. No interactions.	
		ArmD
		   Entry-Exit_Ping-Pong - play forward as he emerges and backward as he recedes.Hold on last frame of this sprite while not interacting, emerging or receding.
		   Interact_Once - play this to change the pattern of Bulkhead2_Dongle (see above).
		

09	---	Stowaway1 (furthest left, nearest).

		ArmA 
		   Entry-Exit_Ping-Pong - play forward as he emerges, and backward as he recedes. Hold on last frame of this sprite while not interacting, emerging or receding.
		   Interact_Once - play this to turn off Bulkhead2_RedAlert (see above).

		ArmB
		   Entry-Exit_Ping-Pong - play this forward as the Stowaway emerges, and backward as he recedes. Hold on last frame of this sprite while not emerging or receding. No Interactions.
		   

		Head (same instructions and available emotes as with Stowaway3_Head, above) 
		EXCEPT: the first time this head appears at the start of the conversation, play Stowaway1_Head_FirstEntry_Once to get the eye dilation gag. Stowaway Arms should begin their entry on about frame 36 of Head_FirstEntry, but should follow the same instructions as Stowaway3 for Entry-Exit_Ping-Pong thereafter.
		   FirstEntry_Once
		   Entry-Exit_Ping-Pong 
		   Idle1...Idle9
		   Bobbing (happy, agreement)
		   Yowza (surprise, alarm)
		   Brrrrr (disagreement, discomfort)
		   TripleTake (interest, distrust)

		ArmC
		   Entry-Exit_Ping-Pong - play forward as he emerges and backward as he recedes. Hold on last frame of this sprite while not interacting, emerging or receding.
		   Interact_Once - play this to activate Bulkhead1_Pusher (see below)

		ArmD
		   Entry-Exit_Ping-Pong play forward as he emerges and backward as he recedes.Hold on last frame of this sprite while not emerging or receding. No Interactions.

10	---	Bulkhead1_Static

11	---	Bulkhead1_Pusher
		   Idle_Hold - Hold on this image while not activating.
		   Activate_Once - Start playing this a few frames after Stowaway1_ArmC_Interact_Once. After last frame, return to Idle_Hold.


