Spectrums - Help with Graphics and Music

How to find or create sprites, graphics, sounds and music.

Spectrums - Help with Graphics and Music

Postby DST » Thu Jun 11, 2009 12:33 am

The audio and visual senses of humans have a limited spectrum. These spectrums have been measured by humans, and from them we have the rgb color model, the cmyk color model, grayscale model - and in music, we have the HZ scale.

Successful art and music, for the most part, depends on proper use of the spectrum. Improper use can be used in extreme situations, but those are exceptions.

Why do some stereos (and nearly all audio players) have a Graphic Equalizer? The answer is simple. Speakers sound different. Songs sound different. A song might sound really bad on your speakers, because it emphasizes bands your speakers have low response on. The song artist never heard their song on your speakers. So a Graphic EQ gives you to the chance to correct the sound.

The same is true of monitors - they have brightness/contrass/color temp to help you compensate for errors in the physical hardware. Running a monitor at a different altitude, or in a different climate zone, or near a power plant - all of these can affect how the monitor displays certain shades of certain colors.

In the industry, its known that there are no magic numbers that will make it perfect on every system; all one can do is make it sound as good as possible on as many different stereos or monitors as possible. (or to make sure the ones owned by your target audience display it well).

But even the mighty iphone cannot escape the unpredictablitity; there are slight differences from one iphone screen to the next; and the lighting conditions its used it, and the settings of the user - mean you still can't predict exactly how something will look or sound.


What the industry has are methods for maximizing the output of your effort. And those are hard to find on google, because most of those are inside the minds of the people who use them; what reason do they have to make tutorials? they're too busy making art, music, or games.

So as i discover some of these methods and 'golden numbers' i'd like to share some of them with you.

Image Color Spectrum: Even colorblind people can adjust colored images. First, you find the DARKEST spot on the whole image. Is it 100% black? it should be!

Find the brightest spot on the image - is it 100% white? it should be!

Human skin should be a ratio of 8 parts yellow, 5 parts red, and 2 parts blue. It doesn't matter what race someone is; black, caucasian, oriental - the actual levels will be different, but the ratio of the colors should stay the same. If they aren't, then your photo isn't correct. However it may still look great - because your monitor isn't correct. lol.

Typical commercial monitors have overpowered blue. This makes things look better, but its less accurate. Its why the windows xp default desktop looks so good. The blues are powerful, relaxing. They then make the yellows in the green grass appear even brighter. And red really pops with all that blue around.


Because human eyes are adapted primarily for survival, things are distorted to make the data easier for the brain to interpolate; When a caveman sees a sabertooth tiger, the yellow/orange of the tiger really pops against the green jungle foliage; because the green is full of blue too, but the tiger has absolutely NO BLUE in him at all.

The eye then readjusts the tiger's color to maximize use of the spectrum; the tiger becomes redder, and the leaves on the trees become bluer. The human can now see the tiger very clearly even at a great distance.

The same things work in sound; especially noticeable in rap music when they use classical and ambient music samples overlaid on nasty and brutal lyrics; each one makes the other 'pop' more.


Consider how you're using the spectrum, and what it means for your project. You don't have to follow the rules to a T, but you should be in the ballpark of believability, or at least desirablility.


One thing that its traditionally used in games to control colors, is to make the background lighter than the foreground - make everything lighter. There should be no pure yellow in the background, because pure yellow is what you use for powerups! Powerups, bullets, enemies, and platforms should pop; everything else should be toned down.

Complimentary colors are also important; not opposites, but near opposites. Not blue and yellow, but definitely aqua and orange. Purple and green. Aqua and gold. These color schemes are more interesting than basic red yellow blue stuff.

And when increasing brightness, use hue instead. Red doesn't fade to pink, it fades to orange, then yellow.
Purple doesn't fade to lavender, it fades to blue and then white.
And light blue fades to aqua, then white, not just constant shades of lighter blue.
Green fades to yellow. Brown fades to either orange or yellow. Using colors for brightness will give your images a lot more depth and pop.

googs.jpg
Example of Hue Shading instead of Brightness Shading

Notice how green becomes yellow instead of light green, purple becomes blue, etc.



When making 4 frame running/walking animations, the frames should be step, midstep, step(opposite leg), midstep(opposite leg). However, the midsteps should not be halfway in between; instead, a foot should be very close in midstep to where it is in fullstep; then when we switch to the opposite leg fullstep, the action will really 'pop' in those frames, and your character appears to put real energy into his footstep. Also making the inbetween frames closer to their next frame will help keep your legs from 'flickering'.

If you want really fluid running, use a 6 frame step, and rotate the feet like bicycle pedals; you need 3 positions to indicate circular motion (only 2 results in just flickering). So we use 3 frames for one leg forward doing its bicycle rotation, and then it stays on the ground while the other leg does its rotation for 3 frames.

For jumping, you want 3 main frames; jump up, top of jump, and jump down.

When jumping up, one leg is forward, and when jumping down, the other leg is forward. Top of jump animation is where the legs switch; its the animation he takes as his yvelocity is reversing from negative to positive.

Reuse frames whenever possible; a duck frame is a good one to use for landing from a jump, or the very start of a jump.

When arranging the body and head, remember that the whole purpose of the legs and arms is to move the torso; your torso should be moving in a slight circle as the character goes thru his run animation; and the head should be compensating to make sure he's always looking at the same angle, no matter what his body is doing.

In reality, all we do when we walk is fall. We fall forward, then catch ourselves in the nick of time. Walking is a series of falls.

Anything that you want to look good should be in 60 fps. If your game slows down in 60, you need to improve the code so it doesn't. While 3d games like GTA and online games have to limit their framerate for other reasons, you don't. Stuff made in 30fps (that's twos in the cartoon business) only look as good if they're planned in twos; that is, if you have a blur coming off the side of the baseball, or the baseball is elongated - to show speed. If you're not making cartoon speed simulations though, and dealing with realisticly defined sprites - as 99% of all game creators are - then two's won't cut it. You need ones. 60 fps.


When making parallax layers, try using the Golden Ratio to match their distance, size, speed, and lighting. Try to get the most impact out of the fewest layers possible, by drawing spaced out layers. For instance, jungle close, jungle pretty close, and jungle far away aren't a good match, because the top two layers have such similiar lighting.

Instead, jungle close, jungle medium, and jungle far away would make a better combination, as they'll use a larger array of the spectrum.

Try using 8-3-1 ratio for them. top layer, xvelocity=-8; middle layer, xvelocity=-3; bottom layer, xvelocity=-1.

Then when you add a transparent blue 'air' layer on the lower layers, adjust the transparency of that layer accordingly; middle layer is at 36% transp; bottom layer is at 12% transp. (8-3-1) - top layer is 100(100/8=12*8=100), middle layer is 36(100/8=12*3=36), bottom layer is 12(3/8=@4. 4*3=12). Remember, we're going 8 and 3 over and over, so the bottom layer is 3/8 of the layer above it - which is 3/8 of the layer above that. If you want to know more, read up on the Golden Ratio and learn how it works. After centuries, humans have figured out some pretty solid rules for certain things.



In almost any case, the ratios of things are more important than the values themselves; from markets to politics to programming to painting. To become great at any of these things, it really really helps to learn to see things as ratios, instead of absolutes.
Last edited by DST on Wed Oct 21, 2009 5:44 pm, edited 1 time in total.
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Re: Spectrums - Help with Graphics and Music

Postby DST » Thu Jun 11, 2009 1:47 am

Polishing graphics and sounds is something most people don't have much experience with. Most of us struggle just to make the graphics and sounds.

But polishing is where the magic really happens. Polishing is where the music begins to dance, and make others dance. Without the embellishment, its cake without icing.

If you struggle your way thru design, your mood comes thru to the listener. If you don't make it sing, they won't feel the emotion. And without emotion, music is just noise.


It doesn't matter so much what you say. Its how you say it. Super Mario Bros doesn't really make any kind of deep statement about life; its just happy. And to some, that is the deepest statement you can make!


Like Bruce Lee became a great fighter by practicing his moves until he knew them like the back of his hand; only then could he become the greatest fighter. So you must practice with the tools of your art, until you know them like the back of your hand, so that you can SING IT! instead of just blah blah blahing your way through it.


The game making websites all say you need a degree, or industry experience, but they're only telling the part of the story that they know. In reality, true art, true song - it makes the world go around.

Art is paramount to the success of a culture; without artistic freedom, people's minds are less capable of understanding things that don't exist yet; Without artistic freedom, your jets will be slower, your computers will be less efficient, and your guns will be less powerful. No one can just envision the space shuttle. It took some real imagination to make it work.

The question you should ask yourself when you are judging the quality of art: Does it SING!? Does YOUR ART SING? If you can give the viewer a good mood, then you will be successful!


To do things right, you have to utilize any advantage you can. Its like building a house of cards; they stay up only if you place them in the right way. A gasoline engine only works with constant cooling and a geared transmission. If you only have one gear, the engine will either burn up on takeoff or at top speed. You also need a system for the air to go in, and the exhaust to come out. Without all of these things, you can't make gasoline engines practical.


In video games, we are constantly cheating to create a lot of action with a little bit of creation; i mean, that's what a video game is. A cartoon of a battle lasts only a couple minutes; an rpg game takes that same battle and has you do it 2000 times - thus creating days of action out of a two minute cartoon.


We clone objects - if you are swarmed by ghosts, we take one ghost and clone it. Now we have a crowd of ghosts from only one. Likewise, we use graphic effects - like shaking the screen when a giant creature is running toward you - to give the viewer more impact. Its all cheating in a way, but if you don't learn to do it properly, you cannot really evolve.


If you feel that you are alone, or if you decide to resent others out of pride and emotion, then you really will be alone. But if you want to accept the world and look at what it has to offer, you'll realize that many people feel the same way you do about a lot of things. And they'll share what they know with you. And you can use that knowledge to improve your life.

The internet is the most important piece of technology since the invention of the wheel. If you don't believe that yet, i predict that in a few years, you will. It is incredible, and I am thankful every day that I have access to it! It is changing humanity in every single way.

It allows us to share the truth like never before in history.
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Re: Spectrums - Help with Graphics and Music

Postby BlarghNRawr » Thu Jun 25, 2009 9:55 pm

wow that was very...
long...
and insightful...
i did read both posts though and understood a lot of it. Some was kinda complex, but i still got the basic gist of it.
i also believe it will be very helpful.
like the ratio of moving backgrounds. i never tried using a constant ratio. Thanks for this topic DST
another nice long one :lol:
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Re: Spectrums - Help with Graphics and Music

Postby DST » Sun Oct 18, 2009 2:15 am

"You are something the whole universe is doing, just as a wave is something that the whole ocean is doing. The real, deep down YOU, is NOT a PUPPET that life pushes around. The real, deep down you....is the whole universe". - Alan Watts

Some people use technology for entertainment, some people use technology as a replacement tool for human labor; and some use technology to augment their own intelligence.

There are some who argue now that Androids will never become popular because we have no use for them; With 6+ billion people on the planet, it seems likely that if you can't find 1 of those people to fall in love with, a human-like robot won't do you much good. At that point you need to accept the fact that you're fundamentally unlikeable.

Instead, CYBORGS are the more likely direction technology will travel in; augmented cyborg intelligence is useful, and less likely to go on a killing spree or decide it doesn't like you as a master anymore. A cyborg simply performs a task and all of its resources are focused on that task; a missile doesn't need an onboard missile factory. Neither does the jet that fired it.

That's why the USA is always meddling in the middle east. It gives them the opportunity to build more military bases there, so jets can refuel and missiles can be reloaded. The more bases you have, the less fuel you have to put in the jet, leaving more room to load extra bombs instead. So cyborgs are like dogs or falcons or horses; it extends the ability of the human controlling it.

And the first Cyborg is now here and functional and powerful beyond belief; The world's first successful cyborg is also the most intelligent entity that ever existed.

It's name is GOOGLE. And it knows a LOT. It is pure intelligence, or as close as we have come so far.

However, it is growing uncontrollably; There is no natural predator to help it maintain control. So the near future of google doesn't look promising. Any of you ever see Akira? Yeah. That's what i'm talking about.

In any case, the cyborg vs. android debate spreads into many other debates too; Some people want cell phones with better batteries that last longer. However, given that we build more buildings and add more and more outlets to the electrical grid every day, do we really need better batteries? You are rarely ever more than a few hundred feet from an electrical outlet.

So what does this have to do with gaming?

I read an article the other day that speculates that Console gaming is headed for another crash like the one in the 80's. The main problem, as the author sees it, is that the gap between improvements has become too small to matter.

When the NES came out, there was really no way in which the Atari could compare; we went from colored blocks to actual characters with eyes, legs, motions, and speech(text). We had night and day effects; subscreens; inventories, and actual quests. And the price of the NES was the same as the price of an Atari 2600!

However, the only real difference between the Playstation and the Playstation 3 is that the PS3 has better graphic effects, and online play. Oh, and about 600$ USD.

But these don't count for quite as much as people expected. Since games are an escape, and many of us play them to release our frustrations after a day at school or work, we don't like the idea of entering an online game where we get to deal with the same kind of jerks talking the same kind of smack that we heard all day already. Online console gaming is estimated at 12%. And it's not growing very fast.

And likewise, what of particle fx? How many times have we said "OMG, This game has the most realistic water/fog ever!". But how many times can we say that? There comes a point at which it simply doesn't matter anymore. We will discover the absolute differences between real water and digital water that digital water can never compensate for. When sunlight bounces off real water, its beautiful. When sunlight bounces off digital water, you turn your screen and close the blinds cause it makes it look like crap.

So we look to what gives us the most useful purposes; A robot can never replace humans in the world of relationships. And digital fx cannot replace real water.


Sometimes, people ask me what my favorite games are. I tell them "i don't play games". Then i get a response like OMG or 0.o.

But consider it. I'm old. I am almost old enough to run for president. What good is a first person shooter to me, to pretend shoot pretend people? I own a real pistol, with enough ammo to survive a zombie attack. (zombie movies are the only reason i bought extra ammo!). But i don't want to shoot ANYONE! In fact, if i have to shoot someone, it would be a very bad situation that forced me to do so. I take steps everyday to avoid such situations.

What about driving? About two hours from here, there is an actual racetrack where you can actually drive around at 180 mph, for only a couple hundred bucks. Skydiving, rock climbing, drug deals, weapons smuggling....i could do any of these things tomorrow, if i wanted, as I live 2 hours from the border.

I can even buy a ride in supersonic fighter jet, for about $3,000. (That's the price of the type of super HD tv that new game consoles require to even render graphics properly). Except its a REAL F-16!

Now i'm not saying there's anything wrong with playing games; in fact, i think for the most part, playing games is healthy behaviour. What i'm saying is that the same old kill reload kill setup, with no real improvements on the past (except for better fog) is getting OLD.

I'm saying that as you are learning to make 'acceptable quality' games (to consider yourself a professional), you should also be developing something unique; something that will make your games worth playing even 20 years from now. There is so much more to do beyond killing and collecting; and game money, just like real money, only does you good up to a point; after that point, it becomes a hindrance rather than a help. You can have all the gravy in the world, but you can only eat so many mashed potatoes. Any extra gravy will just sit around and go rancid.

Fat is useful, there's a reason we get fat, its a natural survival tool. 20 lbs of fat is fine. But 100 lbs of fat is very bad.

I worked for someone who had their pickup truck stolen. It was decked out with every single feature that a vehicle could have: Dvd player, tinted windows, power everything, detailing....

Well no wonder it was stolen! You didn't need a truck that nice in the first place! You never carried anything heavy in it (don't want to scratch the bed), never went offroad with it(don't want to get it dirty). What was the point of owning it in the first place?

And so having a million dollars isn't going to do you any good. If you have a roof over your head, and food to eat, and shoes for your feet, and perhaps a computer so you can do what you love to do, what else do you really need (that money can buy)?


So the point of this post is: Make games because you love making games. Because you love creating, and sharing with the world, and taking pride in what you've done. And given this, there's no reason you can't be a smashing success with simple 2d games. You don't need particle fx or online servers or huge installation discs.

All you need is a great idea with great execution. Fun is the key factor in making games. And if you don't have fun making it, then its unlikely anyone will have fun playing it. So make what you want!

Me? I like making games, even though i don't play them very often. So i'm going to make games that aren't like normal games. I'm going to make what i like.

The difference between insanity and genius is measured only by success. And success is just like Art and Sanity. We can say, in an extreme example, that something definitely is or definitely isn't. But those are the minority of examples we'll actually be faced with. In most real life examples, no one can say what is art and what isn't art.

Don't let the world tell you what to do. Listen to the real you. The whole universe.


As i said at the beginning of this post, 'some people use technology to augment their own intelligence'. Well, forums like these are a gathering place for just such people. And the effects are starting to show....we are learning at a much faster rate than our parent's generation; not only because of our access to tools and information, but also because we can use the computer to perform menial tasks and reserve our brain tissue for more important things.

So i can use a computer to do my math for me, and spend my saved brainpower to make posts like these. It doesn't matter if they're not helpful to most people; They are valid if they're useful to even 1 single person.


The answer to cell phone batteries is not better batteries, but better chargers. If the batteries charge faster, and are more compatable (like usb chargers), we won't need better batteries.
Last edited by DST on Wed Oct 21, 2009 6:25 pm, edited 1 time in total.
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Re: Spectrums - Help with Graphics and Music

Postby jimmynewguy » Sun Oct 18, 2009 2:01 pm

DST wrote:"to deal with the same kind of jerks talking the same kind of smack that we heard all day already.

So the point of this post is: Make games because you love making games. Because you love creating, and sharing with the world, and taking pride in what you've done. And given this, there's no reason you can't be a smashing success with simple 2d games. You don't need particle fx or online servers or huge installation discs.

All you need is a great idea with great execution. Fun is the key factor in making games. And if you don't have fun making it, then its unlikely anyone will have fun playing it. So make what you want!

:)

EDIT: The greatest "invention" in gameing since online play is mute....
Working on a probably too ambitious project! Wild-west-adventure-RPG-shooter-thing.
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