We Became UNITS in Skibidi Tower Defense! Today, we become Toilets in Skibidi Tower Defense! Thanks for watching, subscribe to our channels! @ArkeyRBLX @DoodleRBLX @ArkeyAndDoodleYT
Пікірлер: 955
@BemmyBlox22 күн бұрын
HOWD YOU KNOW MY FATHER LEFT ME IN 2014
@SoldierEngage22 күн бұрын
YOOO
@FKRBLX21 күн бұрын
Bemmy u still alive
@Progamerj17521 күн бұрын
I am your father
@grogu-mp9wp21 күн бұрын
we know.
@FYgames1121 күн бұрын
I’m sorry son,I miss you,give me 1 trillion dollars I will come back
@TAP_ME_TO_GET_50K_ROBUX-snz23 күн бұрын
Who Loves Doodle and Arkey?
@leilasparkles293222 күн бұрын
Me
@machoosadventures932422 күн бұрын
Me
@Godzillaandshimofan22 күн бұрын
Me
@NZRVIX22 күн бұрын
Your mom
@BeautysBackk21 күн бұрын
ME
@titantvmanhtashy11 күн бұрын
Arlen the helicopters 😂😂😂 0:51
@MemunatBakare11 күн бұрын
yo
@user-mr6kf7vm3x3 күн бұрын
ARLEN? ITS ARKEY!!
@Simp_cameraman17322 күн бұрын
11:02 "You Used me and you still lost?" *SHUT UP BEMMY -Arkey*
@mohdkasrolkassim189220 күн бұрын
that part was funny😂😂😂😂😂😂😂
@adamvlcek620418 күн бұрын
no you shut but i am sorry
@Simp_cameraman17314 күн бұрын
@@adamvlcek6204 it's fine
@nataliachrobak34915 күн бұрын
This sound made me laugh 😂😂😂😂 1:35
@PotatoTheSeal23 күн бұрын
Telanthric is so messed up bro. You play ONE other game and your partner is gone! At this point, he just wants money…
@elnoobie22 күн бұрын
He doesnt want robux he doesnt wants an rival
@Turtle298YT23 күн бұрын
Under one hour gang! (W doodle W arkey)
@AngeloUrdialez23 күн бұрын
5min
@Chase_53423 күн бұрын
26 min
@afran695123 күн бұрын
38 min
@lucybey692323 күн бұрын
40mins
@user-mq9ru6su4l23 күн бұрын
Me
@Evan_ishim23 күн бұрын
Keep up the work doodle
@loxogi565117 күн бұрын
2:51 😂 when arkey realizes
@RafayPlayz_G.A.M.E.R.Z6 күн бұрын
Doodle and Arkey Best YT
@MasterOfAllTheOhioRizzlers23 күн бұрын
WE BE GETTING OUR PARTNER REMOVED WITH THIS ONE 🗣️🗣️🗣️🔥🔥🔥💯💯💯
@NateRBLX123 күн бұрын
FR 🔥🔥💯 🗣
@The_Silly_Eraser23 күн бұрын
Fr🔥🔥🔥💯💯💯
@Octoupus_mean23 күн бұрын
FR🗣️🗣️ 🔥 🔥❗️❗️💯💯
@Manface10623 күн бұрын
FR🗣️🗣️🗣️🗣️🗣️🔥🔥🔥🔥🔥🔥💯💯💯💯💯💯
@Spark_facton23 күн бұрын
FR🔥🔥🔥🤑🤑🥶🥶🗣️🗣️🗣️
@Pumpkin_nice22 күн бұрын
If you want to skip to the next video here 11:32
@songqing-zhen908822 күн бұрын
Pls keep playing this game I don't care if your partner gets taken away as long as this channel can have variety games I am happy.
@Thetitancameramansibling23 күн бұрын
That part was funny🤣 9:03
@Cooper-zb3ts22 күн бұрын
Doodle and arkey is very goated like sunny and melon
@lolaandthepuppies357921 күн бұрын
2:42 hey man you need a dad. Exactly……. YOOOOOOOO!!!
@Bruh-nd6tc23 күн бұрын
4:09 ❤❤
@user-ns3nz5vb5i22 күн бұрын
You are so gay
@Shark-RBLX23 күн бұрын
The day always gets better when Doodle uploads! ❤
@amysimkiss2701Күн бұрын
2:40 you need a dad 😂😂😂😂😂
@MrElavell21 күн бұрын
The first second in the vid and im already losing my braincells
@user-bz5pb6zo6e23 күн бұрын
This is my first time Im Watching a 1 Minute a go vid
@user-pf3pv2sm7t22 күн бұрын
8:09 Arkey turns blue
@Rainbowfriends-ts3me22 күн бұрын
Can you please make the octopus talk again? It’s very funny, please.
@fethifoural27822 күн бұрын
Bro these 2 gotta say goodbye forever toilet tower defense partner ship
@Brva_manicraft23 күн бұрын
Yes I'm like your video ❤❤❤❤❤❤❤❤❤
@michaelnguyen367123 күн бұрын
Under 15 min team 👇
@mariamelendezderomero212222 күн бұрын
4:10 bro turnd blue
@KaukaniMiranda-zs2jd22 күн бұрын
Nah fr
@nguyenkhachuyphuong126122 күн бұрын
7:30 Bro turned yellow
@deliadejesushernandezgil253118 күн бұрын
2:43 that was funny
@riotbain403822 күн бұрын
11:02 bemmy is mad
@NateRBLX123 күн бұрын
Rip doodle and arkey partner
@huggywuggy66923 күн бұрын
Tru man
@The_Silly_Eraser23 күн бұрын
True
@ryan4thomson41022 күн бұрын
Tru
@Dark_speakerman80022 күн бұрын
FR FR FR FR FR FR FR FR FR FR FR RIP 🪦
@rip_Sasha13620 күн бұрын
You and Arkye are always funny
@Merp68423 күн бұрын
4:07 arkey is a shark version of doodle now
@Seekfromdroos23 күн бұрын
W doodle😂
@user-xw9di4ic8u23 күн бұрын
1 minutes gang
@samuelsvenk365222 күн бұрын
Do more skibidi Tower defense videos
@ealisiaaa22 күн бұрын
My fav youtuber is doo doo and farty
@reyniermartinez6623 күн бұрын
Arkey the screamer. Doodle the burper
@dudurchal23 күн бұрын
Arkey doodles mom;) doodle the unfunny guy
@SoldierEngage22 күн бұрын
@@dudurchalarkey' mom
@unknownxdflyme387222 күн бұрын
Doodle the screamer and doodle the burper
@SoldierEngage22 күн бұрын
@@unknownxdflyme3872 breh arkey screams more and sometimes doodle screams more than arkey
@GiveHunter_Love23 күн бұрын
7:20 DOODLE SAID MY BIRTHDAY
@alvintran496923 күн бұрын
***arkey******
@KaukaniMiranda-zs2jd22 күн бұрын
He said may 8
@user-xl6gh2tm1x22 күн бұрын
You mean march 15
@GiveHunter_Love22 күн бұрын
@@KaukaniMiranda-zs2jd HE SAID MARCH 15TH
@MarcusPlaysGamez22 күн бұрын
when is arkey and bemmy coming?
@Absolute_infinity_1234Күн бұрын
7:29 this part was funny
@Shark-RBLX23 күн бұрын
Only real Doodle fans can like this comment...
@animetunes7723 күн бұрын
Done
@IDontKnowWhatToNameThisLol6923 күн бұрын
Blud commented 2 times I see bot behavior
@williamgamer829623 күн бұрын
no doodle cheats i do not like him
@AcidArrow123 күн бұрын
Bot
@IDontKnowWhatToNameThisLol6923 күн бұрын
Ok then click off the video simple@@williamgamer8296
@meerrafaat23 күн бұрын
Is anyone here
@ridgegoodman105922 күн бұрын
No
@ShantolGillies-eu7tr22 күн бұрын
No
@ShantolGillies-eu7tr22 күн бұрын
🎉
@Exlpr22 күн бұрын
No
@Teddie-ym4hn22 күн бұрын
Yes
@BiakMawi-il8px22 күн бұрын
Is this your second time playing this game🤔
@ianbutcher580522 күн бұрын
That’s go doodle and arkey 😂😂😂
@IDontKnowWhatToNameThisLol6923 күн бұрын
Hey! It’s been a while since I’ve posted--I was working on a frankly unreasonable number of projects these last two months, some of which I hope to be able to show you soon, but it left me with very little time to add to this blog. A couple of days ago, I was reminded I have to get back to this when I saw a comment come up on my last post “Action is his reward.” With permission, I’m reproducing it here: I am rewarded by your enthusiasm and I can relate to most of the content that you produced for this blog post. However, this project may not the best case for the perspective you are presenting, as it stands with today's technology trends and capabilities (perhaps limitations as well). I hope some day, doing this style of work proves to be more cost effective, as I would love to see more of this style in hopefully even more ambitious productions. Let me elaborate some other perspective that may explain my point better and hopefully have more people appreciate lesser understood details about what is presented in that teaser. If you think about a team of people creating this whole thing from scratch and let's say during the process they might be using some techniques uniquely advantageous and otherwise impossible when not animating using computer aided techniques, you can appreciate making those techniques work as they work in traditional animation medium will pose its own challenges. It is only fair if I gave two examples as well... For example computer simulation of any kind is hard if not impossible with non-continuous representations of motion when they don't interpolate in a relatively plausible way. Another example would be re-creating a traditional "looking" style, let alone being attempted at a scale like this, will just be a huge technical undertaking. Now, I have a consistent problem where I open my mouth intending to add just a sentence to a conversation and a nine-volume encyclopedia pops out instead. Accordingly, my attempt to answer the poster succinctly turned into a post-long response that I decided might as well just be a post, so here it is! Thanks for your comment! You may be right that Spider-verse isn’t the best example, and certainly I wouldn’t hold it up as an example of the kind of production I intend to create--just as a very good example of stylized CG. I suspect that rendering in a stylized way, and making this style work with their existing methods, was quite expensive for SPI! I recall an artist who worked on Paper Man describing it as twice the work of ordinary CG. That's certainly a danger with stylized approaches--but I think it's an avoidable one. The problem, it seems to me, is that you really can't approach this sort of production as if it were conventional CG, with a conventional methodology and pipeline, and expect to reap the cost benefits I think are potentially realizable with it. You'd have to treat this kind of production very differently. For instance, you mention simulation as something that would be difficult with non-continuous motion, and you're quite correct. So simulation itself would be the first thing on the chopping block for the production, outside of the occasional FX shot. It's one of the many steps that gums up the works of CG production and prevents us from getting to that an-artist-can-sit-down-and-just-make-something state. Plus I generally don't like its results on an artistic basis (at least in this stylized context). When traditional animators animate clothed characters, the clothing takes part in the character's silhouette and becomes a part of the performance. They never had any difficulty animating cloth by hand. Yes, I am actually claiming that hand-animating cloth would be faster then simulating it, and I know how insane that sounds from a conventional CG perspective. But stylization completely changes the game. Consider the monkey test I posted a few months back. The monkey is unclothed, of course, but there definitely parts of his body that require secondary animation, notably his hair tufts and ears. The hair tufts at least would most likely be simulated if this shot were approached in a conventional manner. The way I approached the shot was not only to animate them by hand, but to animate them from the very beginning--the very first key poses I put down already included the ears and hair tufts as an inherent aspect of those poses, already contributing to silhouettes and arcs. It’s pretty difficult to get an accurate idea of exactly what percentage of my time animating the shot was devoted to them, but I’m going to guess it was only a few percent. This is only possible because the stylized look allowed me to ignore the “higher frequency” details that would be required for a fully rendered character, and I expect these same details would also be unnecessary for character clothing. I’m much more interested in character silhouettes then I am in wrinkles and clothing detail, so some simple secondary that’s really just part of the character’s pose would actually be more effective. The idea here is that this isn’t just any form of stylization--it’s a specifically chosen set of stylizations that support each other in the goal of massively reducing the amount of work involved. And that means choosing subjects that work with the grain of those stylistic choices. For instance, you may be wondering how I’d approach a long flowing cape or a long coat. The answer is...I wouldn’t. I wouldn’t generally put characters in long coats or capes. There are about a million stories you could tell that don’t require anyone to wear a cape. Creating low-cost CG in this manner would be about making the design choices that let you get the most bang for your buck production-value wise while maintaining the essentials of character animation, a very different goal then that which I suspect drives companies like SPI and Disney to create stylized CG. This also applies to the NPR rendering. There are a lot of ways to approach this problem, and some may be very time consuming! The two-tone methods I’m using here aren’t, though. I was able, as an individual with some understanding of the problem but no custom tools, to sit down and do the shading for the Monkey test without much trouble. Partly this is again choosing the most direct path to something that both looks good and is efficient to create. The simple two-tone present in the monkey test carries far less detail then the more painterly frames from Spider-verse, but I think it wouldn’t have any difficulty supporting emotionally engaging characters or exciting action scenes. That said, the efficiency of this process could be improved a lot, and there’s a lot of room for R&D here--there’s still a required level of manual tweaking that I’d like to get rid of, and the two tone shapes could be improved. I’m hoping to tackle some of those problems this year. There’s still the question of how that process, however reasonable on a small scale, would scale up to a large production like a feature film. In many ways, it may help to think of the look development for such a production as being less like a conventional film production pipeline, and more like a game. Ideally, except for certain FX shots, such a production would not even have a rendering/compositing stage--what you would see working on the shot would simply be the shot. It might be quite literally “in-engine” if using a game engine as the hub of production turns out to be the right way to approach it (this is something I’m getting more and more interested in). While this doesn’t remove all potential issues with scaling the approach to feature film size, I think it does drastically simplify the problem. Of course, we haven’t actually produced a long-form project using these techniques, and I’m sure there are going to be unforeseen roadblocks, so we shall see! In any case, thanks again for your comment! I hope this illuminates how I envision this production process being different from the way I imagine that Spider-verse is being done, and why I think that the immense cost gains I’m claiming here are achievable.Grasses belong to one of the largest and most economically and ecologically important families of plants: the Poaceae, formerly called the Gramineae. There are over nine thousand species of grasses recognized by botanists. Grasses can be found on every continent and in a wide variety of habitats, both as the dominant plant type (in prairies and tundra) or as minor components of the plant community. Collectively, grasses domesticated as crops represent the world's most important source of food. Grasses share a number of characteristics that differentiate them from other plant species. They typically have long, narrow leaves. The stems may be either flattened or round, and they are often hollow. Grasses can grow very tall (tropical bamboos can reach up to 100 meters [328 feet]) or they can grow prostrate along the ground. The root systems of grasses are highly branched (fibrous) and do not have a well-defined central taproot. Many grasses spread horizontally through the production of underground stems known as rhizomes, or prostrate stems aboveground known as stolons. New grass shoots can emerge from either rhizomes or stolons. Grasses have evolved in environments where drought, grazing by large herbivores, and fires were common. Unlike many plants, the growing points (or meristems)