Pixel Sprite Ideas

In this Task, I was asked to start coming up with ideas for our protagonist and antagonist for our game. We needed to make these sprites with a 32 by 32-pixel canvas but we first come up with ideas on grid paper.

Grid paper Ideas.

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Using a red pen I made markings for a 32 by 32-grid and started to design some ideas using a ruler and coloured the image with alcohol based markers which make a cleaner colour than felt-tips. After colouring the pixel sprites I made shading by overlapping the colours. I then scanned in the images to make, pixel art sprites on Photoshop.

Reference images used:

Found on Google

Photoshopped Pixel art Ideas

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In Photoshop I made a 32 by 32 canvas and changed the options in preferences, in the guides grids and slices I had to change grid lines every, and the subdivisions to 1 pixel by 1 pixel. Then I changed the paint brush to 1-pixel pencil and the eraser to 1-pixel pencil eraser, I pressed CTRL-R to display my X access and Y access ruler that should be measured out to the pixels correctly.the-queen-snippet-3232-part-1pixel-harry-3pixel-harry-2I used the eyedropper tool to select colours from the photocopies and used the rulers and grid to count out the same amount of pixels as there is in the photocopied image. To make it easier for me to make the different designs, I created the sprites of the same file, on different layers for it would be faster to draw out the sprite precisely. To save each picture I would only show the layer I want to save the picture and then save so two pictures would be hidden as one would show to be saved as an image.

 Task 1: Audio research – retro game sounds

When it came to the first set of games, there wasn’t much sound to be heard. Games, their consoles and the platforms were still in development. With the very first video game, there was no sound component in it what so ever. This was at the beginning of 1957 and ran on like this until 1972 when a video game named pong, an arcade game became one of the first games to have the beginning of game sound’s history. Following up in 1974 was when one of the first handheld games came out to be one of the most popular. Named Simon or Simon says, this game consisted of colour buttons which would light in a pattern and would play sounds, the aim of the game was to copy a pattern that was played and then you would need to press the corresponding buttons in the correct order to win. This order of buttons to press would considerably get longer with each correct answer. With the different colour buttons would also come different pitches in sound so there would be another way of memorising the combination being played. For these two games, they would consist of a one channel amplifier for the sound being produced. This was the beginning of the development of sound within games and it followed on with the release of the 1977s, Atari Video Computer System (VCS) had hit shelves and had caught everyone off-guard with what was then, a stunning auditory experience.

Simon, Simon says:

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Atari Video Computer System (VCS):

SONY DSC

When we were developing the sound for consoles, there was a huge limitation due to the fact that we were still producing sound or in other words, we were still in trial and error for the new concept of that time period. When sound was first produced for the gaming era, we would use something to produce a sound called a channel amplifier. The channels were found in so-called beeper speakers and were limited to how much sound was produced. The more channels present within the beeper speakers were able to be combined to create a new sound out of a mixture, or were able to play a multiple of sounds to make a much smoother and in-depth tune. In 1982-1983 the Nintendo entertainment system has around 5 channels, the problem was that these channels were only able to produce 3 different types of waves/voice and one was usually never used. The channels would also have a limitation with how much CPU the sound would take from the console. The CPU would usually be able to direct the clicking to produce a sound, the problem when making sounds for a console was that the entire CPU would be used to produce the sound and wouldn’t be able to control any other part of the game.

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To help the CPU with controlling all the components within a game, a sound chip was created to take more work away from the CPU so it was able to control everything else. As the sound chip was able to make the correct timed clicks for the sound to be produced.

sound-and-cpu22Reference links to what I have analysed: .https://www.youtube.com/watch?v=q_3d1x2VPxk, http://www.gamespot.com/articles/a-history-of-video-game-music/1100-6092391/

 

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