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Production Reflection
Matthew Burniston
Process (Tools)
To paint or draw outlines for my
product, I used the "Pecil Tool,"
adjusting the the "Size" depending
on the use for it – using one pixel
for outline and anything above for
painting.
To selected a colour, I'd use the
soft colour pallet ("HUE Cube,")
to select the colours I used –
moving the selection around to
experiment with colours and to
see which colours work.
To help me animate the movment of the map, I used the "Tween Animation
Frames" - to animate the frames inbteween the two selected key-frames that
I've set to simulate the movement.
Process (Start Menu)
With the starting screen not really needing any
gameplay, I took this as an opportunity to use a
more detailed rendering of the main character –
to do this and ensure that I got the detail correct
(much like my first experiment,) I made a vector
of a vintage scuba suit – starting off with creating
an outline over the image and did the same for
the shading – taking the colours from the
character's sprites.
Much like the character, I used a slight
vector of a reef – only this time done very
simply. I split the picture into three parts
and drew painted them in on a layer
above, before turning down the opacity to
create gradient effect in tones.
(When creating a vector outline, I tend to work in red – helping the line to become more visable to me.)
Process (Start Menu)
For the animation of my start screen, I left all
of the the animation down to the text
(excluding the logo,) with the character and
background being used more as artpeice
(baring in mind that it would be too
complicated to animate something in that
detail – on top of the concern for time.)
With the "Play" text, it flashes from yellow
back and to a white – trying to entise the
player into playing. When finall pressed, the
button will glow red before disapearing –
notafiying the player that it's finally been
pressed.
Process (Music)
To compose the two tunes, I
used the website – BeepBox.
Using this program, I could
create a successful soundtrack
that'd fit the 8 bit style of my
game.
To compose some music, you place blocks in the
different available space – depending on it's height
will effect the outcome of the pitch, whilst the width
of it will determine the duration of the sound. By
putting series and variation in noises, you can create
a composition that starts to sound like music....
Click to add text
Process (Game Play)
To create a map out, I created
a checkerboard across the
canvas to later fill in with
tiles. The reason to it not
having the same ratio or size
is because, in creating this
map, I will later be pasted
into the the players screen, to
be moved around and thus
provide the illusion of moving
around a world.In style of older pixelated RPG
games, I've chosen to use tiles
for my project. On top of that,
it'd also allow my game to
take up a consitancy in styles
and texture, whilst saving me
range of time trying to
replicate the texture across
the world...
Process (Game Play)
To simulate a map, I pasted the created map into my game screen file
(which has much smaller ratio,) so when I move the map in the ratio – it
can give the issulsion that we're following the character around the
map that I'd created.
Process (Editing)
When it came to editing, it was
just a matter of lining up the
rendered footage (from
Photoshop,) the music I created
in Beepbox and some of the
sound effects I grabbed of
YouTube.
To add a bit more variation to my products I added fades (-
fading the audio/footage out then into another,) to it to make
it appear more seamless and possibly more retro feel to the
game.
To do this footage went into the "Video Transitions,"
"Dissolve" then dragged "Dip To Black" on to the footage
where I wanted it to fade. Again, like for the footage – with
the audio, I went into the "Audio Transitions," "Crossfade"
and dragged "Experimental Fade" on to the audio – where I'd
like the audio to fade...

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6. production reflection

  • 2. Process (Tools) To paint or draw outlines for my product, I used the "Pecil Tool," adjusting the the "Size" depending on the use for it – using one pixel for outline and anything above for painting. To selected a colour, I'd use the soft colour pallet ("HUE Cube,") to select the colours I used – moving the selection around to experiment with colours and to see which colours work. To help me animate the movment of the map, I used the "Tween Animation Frames" - to animate the frames inbteween the two selected key-frames that I've set to simulate the movement.
  • 3. Process (Start Menu) With the starting screen not really needing any gameplay, I took this as an opportunity to use a more detailed rendering of the main character – to do this and ensure that I got the detail correct (much like my first experiment,) I made a vector of a vintage scuba suit – starting off with creating an outline over the image and did the same for the shading – taking the colours from the character's sprites. Much like the character, I used a slight vector of a reef – only this time done very simply. I split the picture into three parts and drew painted them in on a layer above, before turning down the opacity to create gradient effect in tones. (When creating a vector outline, I tend to work in red – helping the line to become more visable to me.)
  • 4. Process (Start Menu) For the animation of my start screen, I left all of the the animation down to the text (excluding the logo,) with the character and background being used more as artpeice (baring in mind that it would be too complicated to animate something in that detail – on top of the concern for time.) With the "Play" text, it flashes from yellow back and to a white – trying to entise the player into playing. When finall pressed, the button will glow red before disapearing – notafiying the player that it's finally been pressed.
  • 5. Process (Music) To compose the two tunes, I used the website – BeepBox. Using this program, I could create a successful soundtrack that'd fit the 8 bit style of my game. To compose some music, you place blocks in the different available space – depending on it's height will effect the outcome of the pitch, whilst the width of it will determine the duration of the sound. By putting series and variation in noises, you can create a composition that starts to sound like music.... Click to add text
  • 6. Process (Game Play) To create a map out, I created a checkerboard across the canvas to later fill in with tiles. The reason to it not having the same ratio or size is because, in creating this map, I will later be pasted into the the players screen, to be moved around and thus provide the illusion of moving around a world.In style of older pixelated RPG games, I've chosen to use tiles for my project. On top of that, it'd also allow my game to take up a consitancy in styles and texture, whilst saving me range of time trying to replicate the texture across the world...
  • 7. Process (Game Play) To simulate a map, I pasted the created map into my game screen file (which has much smaller ratio,) so when I move the map in the ratio – it can give the issulsion that we're following the character around the map that I'd created.
  • 8. Process (Editing) When it came to editing, it was just a matter of lining up the rendered footage (from Photoshop,) the music I created in Beepbox and some of the sound effects I grabbed of YouTube. To add a bit more variation to my products I added fades (- fading the audio/footage out then into another,) to it to make it appear more seamless and possibly more retro feel to the game. To do this footage went into the "Video Transitions," "Dissolve" then dragged "Dip To Black" on to the footage where I wanted it to fade. Again, like for the footage – with the audio, I went into the "Audio Transitions," "Crossfade" and dragged "Experimental Fade" on to the audio – where I'd like the audio to fade...

Editor's Notes

  1. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  2. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  3. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  4. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  5. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  6. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  7. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.