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Experiments
Thomas Battams
Process
For this experiment, what I ended up doing
was taking an old sprite from one of my
previous projects, and altering it in order to try
and add some new animations involving a
sword, this is because some of the features
that I want to include within my final project
includes new power ups, and they would
require new animations for the sprite in order
to be utilised properly. What I ended up doing
was erasing any pixels that weren’t needed,
and slowly replacing them with the new
sprites by using the pencil tool, because of this
I was able to get more comfortable with
creating some new animations for the
character, adding something fresh to what was
otherwise a quite simplistic design. I also
ended up using the timeline feature as this
enabled me to animate the sprites so that I
could see how it would look in a gif format.
Reflection
• What elements of your experiments will you
include in your final product?
– The character will be staying in the final product, as the
main reason that they were used for this experiment
was so I could test the animations using the base
sprite, helping for when I create the final product.
However if I do decide to let them use a sword in the
final product then I will create better and more fluid
animations for them, as well as this I would also need
to create some animations for them attacking with the
sword, as well as any other potential items used in the
final product.
Process
For this experiment, I had actually split the
animation into two separate parts, the charge up
sequence and the Beam itself, as seen in the
images to the left, the charge up sequence was left
quite simplistic, consisting of small pixels slowly
moving closer to the centre pixel, I repeated this in
order for it to look like it was actually charging up
some energy for the blast. This was created using
the pencil tool, and it was patterned in order to
look like energy was being collected and charged
inwards towards where the beam would be fired
from. Afterwards I had it rapidly expand outwards
in order for it to actually look like an actual Beam,
which was made using the paint tool. After a
couple seconds it’d slowly fade away until only the
singular pixel remained, allowing the animation to
be repeated. I had created this in order to try
something that I hadn’t made before, as this was
something that I was hoping to add into the final
product if I could get it right the first time.
Reflection
• What elements of your experiments will you include in
your final product?
– I am unsure as to if I should include any element of this in my
final product, as whilst I do believe that it turned out ok, I
don’t know how I could fit something like that into my game
without it either having to be shrunken down or changed
dramatically in order to be included with the actual final
product. If it was to be included I will keep the idea of it
intact, however as to what I’ve made in these experiments
that will probably be drastically different for the final
product, most likely with it being small blasts similar to the
fire from Mario. Unfortunately I feel quite bad about not
being able to include this in my final product, as I would’ve
changed some of my plans for the level had I been able to
add something like this into the game.
Process
For this experiment, what I ended up doing was
cycling through a couple of layers, changing
them out in order to give off the effect that the
light was flickering. In order to simulate the
effect of the light shining, I edited the opacity of
the 3 Layers, as this let it keep its colour, whilst
simultaneously reducing how much is actually
visible, I made each layer be at around 10%
opacity as it helps to give off the effect of there
actually being light coming from the lamppost,
rather than it just being part of the background
like everything else is. I ended up messing
around with the times of each frame, as it
helped to make the flickering effect look slightly
more realistic, as it normally would be flickering
off at random intervals instead of being set to
go off at certain points and at a certain speed.
Reflection
• What elements of your experiments will you
include in your final product?
– I may potentially end up creating something that has
the same concept as this within my final project,
however it is more likely going to be something
smaller that could use the effect a lot better than if it
were the lamppost. For example something like a lamp
in a room flickering on and off, periodically sending the
room into darkness, something quite simple like this
would be good to add into the game because it would
add some visual effects into the game, as well as
breathing some life into the backgrounds.
Strengths and Weaknesses
Strengths
- Some of these showed some promise at the end, in particular the Light
Experiment, as the ‘light bulb’ effect ended up looking quite good and
helped to add some detail into the background.
- The animation of the Sword Experiment was quite fluid, going through the
main part of the animation in seconds.
- The transition from charging up to firing the beam was quite smooth.
Weaknesses
- Some of the experiments weren’t really up to a standard that I needed for
my final product, however at the same time it helped me to find out what
couldn’t be used in the game, this was shown in particular with the Beam
Experiment.
- Some frames in the Sword Experiment don’t look as good as others, for
example in one of the frames, the characters arm is a lot longer than it
should be.
- A couple of the animations were too fast at times, such as the Beam
Experiment and the Sword Experiment.

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4. production experiments(1)

  • 2. Process For this experiment, what I ended up doing was taking an old sprite from one of my previous projects, and altering it in order to try and add some new animations involving a sword, this is because some of the features that I want to include within my final project includes new power ups, and they would require new animations for the sprite in order to be utilised properly. What I ended up doing was erasing any pixels that weren’t needed, and slowly replacing them with the new sprites by using the pencil tool, because of this I was able to get more comfortable with creating some new animations for the character, adding something fresh to what was otherwise a quite simplistic design. I also ended up using the timeline feature as this enabled me to animate the sprites so that I could see how it would look in a gif format.
  • 3. Reflection • What elements of your experiments will you include in your final product? – The character will be staying in the final product, as the main reason that they were used for this experiment was so I could test the animations using the base sprite, helping for when I create the final product. However if I do decide to let them use a sword in the final product then I will create better and more fluid animations for them, as well as this I would also need to create some animations for them attacking with the sword, as well as any other potential items used in the final product.
  • 4. Process For this experiment, I had actually split the animation into two separate parts, the charge up sequence and the Beam itself, as seen in the images to the left, the charge up sequence was left quite simplistic, consisting of small pixels slowly moving closer to the centre pixel, I repeated this in order for it to look like it was actually charging up some energy for the blast. This was created using the pencil tool, and it was patterned in order to look like energy was being collected and charged inwards towards where the beam would be fired from. Afterwards I had it rapidly expand outwards in order for it to actually look like an actual Beam, which was made using the paint tool. After a couple seconds it’d slowly fade away until only the singular pixel remained, allowing the animation to be repeated. I had created this in order to try something that I hadn’t made before, as this was something that I was hoping to add into the final product if I could get it right the first time.
  • 5. Reflection • What elements of your experiments will you include in your final product? – I am unsure as to if I should include any element of this in my final product, as whilst I do believe that it turned out ok, I don’t know how I could fit something like that into my game without it either having to be shrunken down or changed dramatically in order to be included with the actual final product. If it was to be included I will keep the idea of it intact, however as to what I’ve made in these experiments that will probably be drastically different for the final product, most likely with it being small blasts similar to the fire from Mario. Unfortunately I feel quite bad about not being able to include this in my final product, as I would’ve changed some of my plans for the level had I been able to add something like this into the game.
  • 6. Process For this experiment, what I ended up doing was cycling through a couple of layers, changing them out in order to give off the effect that the light was flickering. In order to simulate the effect of the light shining, I edited the opacity of the 3 Layers, as this let it keep its colour, whilst simultaneously reducing how much is actually visible, I made each layer be at around 10% opacity as it helps to give off the effect of there actually being light coming from the lamppost, rather than it just being part of the background like everything else is. I ended up messing around with the times of each frame, as it helped to make the flickering effect look slightly more realistic, as it normally would be flickering off at random intervals instead of being set to go off at certain points and at a certain speed.
  • 7. Reflection • What elements of your experiments will you include in your final product? – I may potentially end up creating something that has the same concept as this within my final project, however it is more likely going to be something smaller that could use the effect a lot better than if it were the lamppost. For example something like a lamp in a room flickering on and off, periodically sending the room into darkness, something quite simple like this would be good to add into the game because it would add some visual effects into the game, as well as breathing some life into the backgrounds.
  • 8. Strengths and Weaknesses Strengths - Some of these showed some promise at the end, in particular the Light Experiment, as the ‘light bulb’ effect ended up looking quite good and helped to add some detail into the background. - The animation of the Sword Experiment was quite fluid, going through the main part of the animation in seconds. - The transition from charging up to firing the beam was quite smooth. Weaknesses - Some of the experiments weren’t really up to a standard that I needed for my final product, however at the same time it helped me to find out what couldn’t be used in the game, this was shown in particular with the Beam Experiment. - Some frames in the Sword Experiment don’t look as good as others, for example in one of the frames, the characters arm is a lot longer than it should be. - A couple of the animations were too fast at times, such as the Beam Experiment and the Sword Experiment.

Editor's Notes

  1. Discuss the tools and processes used in your experiments
  2. Discuss the tools and processes used in your experiments
  3. Discuss the tools and processes used in your experiments