We started today to create gifs in photoshop. Here are the class examples.
I decided to make the ball bouncing, because I’ve been reading about it for a long time, I’ve always wanted to do this animation, but I’ve never started with the basics. On the other hand The impossible perspective has always caught my attention, so I tried to create one.
We also did a stop motion exercise. Since I don’t have a Smartphone and Elisa also, we took photos directly and then exported it to PhotoShop. After taking the photos we realized that we had a lot of photos! And the laziness has attacked us, so I searched how to Import the files into Stack. Link. But we had a problem, the files were too big and as a result the program took too long to load. So we created an action in PhotoShop.
After that we want to do that to all photos that we have, so for that,
Go to File > Automate > Batch. In the Play section, select your action.
In the Source section, choose the folder with your photos.
In the Destination section, choose your empty folder.
After That we Import the Images via Open> and at bottom on the windows there is a Button (Options) click on them and then Click box Image secuence.
An that’s It! The StopMotion Sort is about One Student Murlock that want to ask something to the big Duck, But the duck dont take too much care about little’s murlocks. So the Murlock try to get hight say hello to the Duck, but he fall down and can not get him meta.
Before you could fight dragons, sail the seven seas, experience war, or transport yourself to another world in the comfort of your living room, there were amusement arcade games, one of the biggest successes in 1970s and 1980s pop culture.
The basics of starting a search can sometimes be a bit complicated, either because you don’t know where to start or you don’t know WHAT to look for, because you’re not clear.
I have to choose a design principle that we have worked on before, take 1 set Retro Arcade and another Classic adventure. And look for that design principle in these games. And compare their meaning.
After looking for information about them I have to do it with my own, My Restro game, and my Story Game.
After a while, and take a look at WorkShop 0003 Design Principles , I discovered that a principle was missing in it! Rhythm! Somehow I forget to write it in my homework… I think this is a se;ar to dedicate more time to this principle, so my Research will be based on…
How to get player’s attention
we must not confuse: immersion and attention.
An immersive game makes you feel like you’re there, but the attention makes you want to be there. So our goal is attention, but… how do we get this attention? The two most vital aspects to keep in mind to achieve this goal are to have a good flowchart and to properly follow the design structures of our game.
Which Game to Choose!
After dedicating a few hours to the search of which game I would like to do the research, I have not found yet a clear objective, nevertheless I have learned enough about the history of the retro games and of the coin-operated Games.
Everything started with the creation of a Submarine Emulator.
This is when American businessmen Martin Bromley, Irving Bromberg and James Humpert formed Standard Games (now Sega) in Hawaii and made coin-operated amusement machines for US military bases.
It is said that from the late 1970s to the mid-1980s was the “golden age” of arcade games, when this type of entertainment was a superpower in popular culture. Space Invaders (1978), Vector-based Asteroids (1979) and Pac-Man (1980) were the highlights of this period.
As principle of the design that I have chosen is the Rhythm, observing some of these previous ones, Some of them lack totally of it as it is the Case of Dungeon Master and Labyrinth. Where I suppose that for the time would be a novelty and quite entertaining when developing an interactive story, but on the other hand I think they could have made more effort in the sound, or some music to accompany the game. Honestly I saw the GamePlays of these previous directly I was sleeping.
On the other hand I’ve been looking at Tron, This however regarding sound and rhythm has enough. Although, from my point of view, it seems to me a little garbage and an attempt by Disney to make money from different sides. A game with 4 apparently meaningless minigames based on the movie. Anyway, I didn’t want to dedicate any more time to it. I didn’t like it.
So I finally decided on Space Invaders and The Lemmings.
Rhythm on Space Invaders and Lemmings
In space invader I feel like I have to be playing, I have to be attentive, the game keeps me there. The movement patterns of the invaders keep the attention, a rhythm, that the player can foresee after having played for a while. The sound also accompanies it, which helps with the immersion. There is action! Reflexes!
As we kill the invaders, their speed will increase, making reaching phase 5 quite complicated. It’s a classic to be left with just one invader, who goes from corner to corner watching as you miss shot after shot and is gaining ground, something that coupled with the music of the game, creates an atmosphere of increasing anguish at all times. Perhaps, to say music is to say too much, because during the whole game we only hear four tones that are repeated again and again, and faster each time.
What causes ships to go down faster was produced by a glitch but it was kept because the programmer considered it “made the game more interesting”.
The success of this video game is legendary, in Japan there began to be a great shortage of coins, since they were used in video game rooms. The government had to increase the number of coins to cope with the emergency.
In Lemming, the rhythm of the game is also managed very well, they use music to accompany the movement of the Sprites. The lemings when activated always go to the rhythm of the music.
Both games try to combine the Elapsed Time, with the movement of the sprites and the Sound. It is obvious that no matter how good a game is, if it doesn’t have rhythm, it gets tired and boring before. It is more difficult to submerge in it.
My Own Games
Umai and Roots
In my games, both in Maze and in the story, I think the rhythm is conspicuous by its absence… Maybe the game Umai has more rhythm thanks to the Sounds, the direct interaction with enemies, the deaths and the coins. I tried to give it some more life also with the music but, somehow, I have the feeling that they are not in harmony. I feel that they are not really synchronized music/movement/effects. I don’t know exactly how I could do that to synchronize them in a more accurate way.
I finally found a solution! speedup the BPM of the song! And that’s it!
Although for being the first game I have to say that I am quite happy with the pace of the game. I would also have to put more levels and movements to our enemies for a bigger immersion. The first music is hidden, and you only discover it if you press a specific button. So only the curious will be able to hear music and discover the story!
On the other hand my game StoryTelling (Roots), totally lacks Ritmo, was not created for it. I honestly didn’t think about any of the principles of design when developing it. I focused more on trying to create a story and learn a little how to play with the possibilities that Twine gave me. That the story would follow a flow… so to speak… organic! I think that if the interactive stories, just text, must have a lot of rhythm that must come from the Narration because clearly the player if you do not sleep … You should play several times and see at what points the time feels slow, or in which places there is too much information followed and try to split it into steps that make the player think and interact more.
All this research has made me see how the world of video games emerged and how they have evolved in so many aspects. Video games have changed a lot until today. But in a certain way They are attempting to get back to what happened in the days of the Coin-Games. Play for micro payments. In the past it was done mechanically and now little by little the same, but in a virtual way. It is ironic.
Regarding the principle of the design I have chosen, I feel from my point of view, which is one of the most important. It may be that other design principles are not so well used, if your game has rhythm! Will have attention!
And finally I want to share a Retro game that I have found looking for the concept of Rhythm in video games in which you only have to press a button to follow the Rhythm of different songs!
I have enjoyed this Workshop a lot, and I would have enjoyed it more if I hadn’t had to start it again 3 times. The first time, I forgot to save it, or I didn’t save it, I don’t remember it well. And the second time I had a weird supper bug in which all the Passages() were blocked and I couldn’t edit them.
But anyway I have to say that repeating it 3 times has helped me to find out how many macros, code, css and ways to tell a story work.
For my interactive story I’ve been a little inspired by the game “The Standly Parable.” Or somehow try to show the Narration as they did in this game. I have discovered that it is not easy to tell a story with rhythm, only with words and a few links… You need to get the person’s attention and not get bored. On this subject I have to investigate and learn even more.
On the other hand I have seen that Twine is a great tool, not only to create Interactive Stories, but as Story board with code. This is great. Because I see it as a great way to prepare your projects, and then move them to other platforms.
//Three Act Structure
It took me a long time to get started. I knew approximately what I wanted to tell, but I didn’t know which way to go or which routes I wanted, how many characters, if my characters were going to talk a lot or not. The only thing that was relatively clear was the protagonist and the finals.
It was stuck and I couldn’t go on. But thanks to my partner Elisabella I managed to continue my interactive story. She recommended me to do the Three Act structure. And there to go putting the strongest points of my history. And from then on I added more and more information, more text and more possibilities.
This methodology for narrative has enchanted me, it has made me see that stories can be taken out of the mind, in a more orderly and meaningful way.
The Standly Parable
// Time Code
Delayed Text in SugarCube
It has been 5 seconds. Show the text!
//Locks and Doors
Lock and Key: Variable in SugarCube
<<set $key to false>>
:: Back Room
<<if $key is false>>
<<linkreplace "Pick up the key">><<set $key to true>>You have a key.<</linkreplace>>
There is nothing here.
:: Front Room
<<if $key is true>>
You found the key and went through the door!
<<link "Open dialog!">>
Dialog.wiki("Text within the dialog window");
I used that Script to open a window, when pick up a object.
This code modifies variables on screen, and updates them, to check them later. Although I have not used this code, I have left it here because I found it interesting enough to use in the future. Who knows.
Programmatic Undo in SugarCube
[[Enter the Darkness]]
:: Enter the Darkness
<<back "You are not ready! Go back!">>
//Creating Headers And Footers
//You have to create a Passage with name as showing down.
SugarCube: Headers and Footers
This is content between the header and the footer.
This is the header!
This is the footer!
I wanted to create a Header on all pages because I want the player to have access to his inventory at all times. and be able to go back and continue.
I have also added an If to check if the current passage is inventory, so that the inventory link does not appear in inventory….. Loop!
After a little research I finally found a way to add items to my inventory with a click! the command I used is <> that receives text, and you can add in half what you want to happen when the player clicks. In my case I have added it.
<<if $inventory.indexOf("Scissors") == -1>>
<<link "There is a Scissors here. ">>
<<set $pass to previous()>>
<<if previous() is "izquierda">>
<<if $bucle === 2>>
<<set $bucle to $bucle + 1>>
vamos por el <<print $bucle>> paso
The moment Thinky leaves the house he has to decide whether or not to dodge! This attempt to dodge I have generated with the random() function, then check if X has come out, send it to a step and if it has generated another send it to another side.
The Code finally look like that:
<<set _esquivar to random(2)>>
<<if _esquivar is 0>>
<<set _out to "correr">>
<<set _text to "Consiguio agacharse rapidapente y esquivarlo, el hombre tropezo, y se callo al suelo. Thinky aprovecho para ">>
<<set _out to "Continuar">>
<<set _text to "Thinky intento exquivarlo como pudo, pero fue demasiado lento y fue empujado hacia la carretera. ">>
<<linkappend "esquivar. " t8n>>
<<print _text>> <<link _out>><<goto _out>><</link>>
Using this function I’m giving dynamism to the story so that the character passing through the same places, have different events. But I have discovered a problem. And is that if you return with the macro <<back “back”>>, the function does not save anything.
So instead you have to use [[Back|”passage”]], using it so if you load the name.
Since I didn’t know exactly how to get the exact collisions I used a way to trace my character’s position in real time.
I found on the internet that precisely in arcade.makecode there is a bug, where exactly was my problem. And apparently nobody has been able to solve it. The problem comes from the collision between Sprites(Projectiles) and Tales(Wall). When a Sprite is emitted from the player position, if the player is near Tale(wall), the projectile is not generated. Although the Wall Function is Off.
Why is this a problem?
Because bomberman has to put bombs close to the walls to break them. but when put close they are not generated.
Another problem I found was how to edit the walls when the explosion touches them.
After hours and hours of trying to put the game mechanics to work I have to say that I have surrendered… but here we welcome Umai. A small and intrepid adventurer with a mission!
I created a simple game, in which I distribute the objects through several loops depending on the colors of the Tile map, I have achieved that the player can not jump eternally putting a “If Sprite = Not in wall“, to code because it did not allow me the puzzle.
The function that I have taught the most time I could say that it is “to kill and not be killed” by the puppies.
Simple if to dont permit our character fly.
After all this I think I’ll start to understand better how maps and characters are generated in a game in a more automated way thanks to Loops and Arrays, this way I can generate many different maps with the same material.
And thas also to kill the player if go down the holes in the map, And the Win condition.
As a lesson from this work I have come to the conclusion that not everything is as easy as it seems. And it takes a lot of time and clarity to create a game in a decent and effective way. Sometimes it’s better to change your objective if you’re not solving it than to frustrate yourself in something that will cost you too much time and energy. Equally everything is learned. And I take with me many constructions of learned mechanics.
In our task we seen the beginning of space. a concept quite interesting form design, speaks of how to distribute the elements in it, how to use empty spaces, how to use the “Not elements” or empty space. All of them agreed to create limits, shapes, depth.
We discovered the existence of negative space
The negative space in a graphic design is the space around and between a subject in an image. It is a space that helps to define an image by emphasizing it to convey a message.
It is a space that helps to define an image by emphasizing it to convey a message.
Also known as blank spaces, it is considered as a hidden message that is transmitted in the design of both posters and logos.
A good use of the negative space is made by choosing the right colours, the right typography, shadows, gradients and perfect shapes.
A good design is one that besides transmitting a clear message seen with an obviousness, captures in a deeper way the creative concept giving a second message or several, taking advantage of all the spaces within the design.
The message is to give in a subliminal way must be done with creativity and intelligence, with the aim that the consumer or user translates the message correctly. A design is not about blocking spaces or leaving them empty without transmitting, they must take advantage of all the lines and give them a correct use.
Negative space creates balance and harmony, attracts attention and is attractive. It is space considered as the key element in a good artistic composition.
The goal is gather information about the game thats you can not get from your point of view as developer
I have some troubles from the beginin with the homeworks and the posts, so i didnt make this workshop propely. That’s because im goin to remake together with the Retrogame Workshop.
There are the results, while she was playing I could see at first that at first she felt a little frustrated by not getting things easier, but at the same time I have seen how she became more nervous and euphoric as she progressed and achieved more goals.
Did You have Fun?
Yes of course!
Did You understand the rules?
Yes but i had some troubles with controls at first time
Did you feel the game was fair?
It was to hard or too easy?
Seems to be easy but have some hard spots
How much time did you feel like you were playing?
15 minutes i think but i wanted to continue more time!
What was your strategy?
Try not going so fast and pay attention to gaps!
To what extent did you feel like you were in control of the outcome of the game?
I think i had most of control
More levels please, id like to have enemies in movement and improve of movements of the character, like super mario , having the skill to take any added stuff and win some hability to beat the enemies.
I have to say that from the begining i was thinking that te game is really easy, but when the person started to play. I saw that was harder thats my espectations. I discorvered and Fix diferent Problems also. And she gift me to many ideas that how to improve my game.