How to Draw and Color Ness from Earthbound

Total Page:16

File Type:pdf, Size:1020Kb

How to Draw and Color Ness from Earthbound Stephanie Lam ENGL 2116-021 Set of Instructions 3 Aug 2017 Ness is the silent protagonist from an RPG-game called Earthbound, How to Draw and Color Ness released by Nintendo in 1994 for the Super Nintendo Entertainment from Earthbound System. He lives in Onett alongside his mother and sister. One day, a futuristic warrior arrives in a meteorite that crashed in Ness’ hometown. The warrior, named Buzz-Buzz, tells Ness about a doomed future and that Ness is one of the Chosen Four who could save the world. Ness sets out on a journey across Eagleland to find the rest of the Chosen Four and put a stop to the evil encroaching his homeland. Throughout the game, the player mostly controls Ness, though in some parts he or she controls one of the other Chosen Four. Ness uses bats or yoyos to fight, and wields pychokinetic powers called PSI. He and his friends fight wacky enemies they encounter in the overworld, such as the New Age Retro Hippie or the Ramblin’ Evil Mushroom, in a turn-based party battle system. The game is mostly known for its offbeat humor and heartwarming moments. Although Earthbound sold well in Japan, it did poorly in the United States because of a horrible ad campaign. Its commercial failure in the states caused the game to fall into obscurity. Physical copies of the game sell for over a hundred US dollars and complete sets can even go in the thousands range. The game has developed a cult following which hopes for Nintendo to someday turn its attention to the series. In this tutorial, I will show you how to draw and color a simple cartoon version of Ness. By the end of the guide, you should have a drawing of Ness similar to the picture on the left. Step 1: Drawing the head Table of Contents I. Drawing the head pg. 2 II. Drawing the body pg. 4 III. Lining pg. 7 IV. Coloring pg. 8 Materials o Pencil Fig. 1-1: Base of Head o Big eraser o White paper or notebook/graph paper Using a pencil, draw a circle to start off as a base. Then draw a o Red, blue, yellow, and brown colored pencils* straight line down the circle’s center past its bottom by a bit, o Black gel pen** which will act as a guideline. *Markers or crayons can also be used. Draw a U-shaped curve starting from one side of the circle, **An ultra-fine tip black permanent marker can be substituted. going down to the guideline drawn earlier, then connecting to the other side of the circle. This will be the chin. Draw a horizontal guideline about ¾ down the base circle from one side of the head to the other. 2 STEP I: DRAWING THE HEAD Notes The final size of Ness will depend on how big you make the head. Make sure to give yourself enough room to draw the body. Ness will be about 2 ¾ Fig. 1-2: Face Fig. 1-3: Cap and Hair heads high. Ness’ eyes are small, filled-in vertical Starting from the left end of the cap line, The base of the head does not have to be ellipses. They are located on the horizontal draw a horizontal ellipse which extends a perfect circle. guideline and each eye is almost half the outwards, then comes back and stops when distance from the vertical guideline to the it touches the cap line. This is the front part When sketching, it helps to make the corresponding side of the head. of the cap. strokes fast so the lines look more natural. The mouth is a horizontal D-shape between To create Ness’ hair, draw small, filled-in U- the eyes. The ends of the mouth are shapes on both sides of the head. Also, Don’t draw too hard with the pencil or directly below the eyes, and the top part of draw a filled-in shape with three downward indent marks will show up while coloring. the mouth touches the bottom of the circle curved humps (where the middle hump is base drawn at the beginning. slightly larger than the other two) from the middle of the cap line to slightly past the Draw a slightly-curved-upwards line that top of the eyes. splits the base circle in half horizontally. This is the bottom of Ness’ cap. Draw small D-shapes on both sides of the head to represent the ears. Their size should be from the top of Ness’ eyes to the top of Ness’ mouth. 3 Step 2: Drawing the body Fig. 2-1: Horizontal Guidelines Fig. 2-2: Shoulders, Spine, and Hips Fig. 2-3: Torso Base, and Leg and Shoe Lines Make a horizontal guideline about one Ness Draw a vertical line down starting from the Draw tiny circles inside the ends of the head down from the bottom of the head. bottom middle of the head to the first ellipse to represent the leg joint, and draw This will be where the hips are located. horizontal guideline. This represents Ness’ slightly angled vertical lines from those joints spine. to the second horizontal line. These are the Make another horizontal guideline about 1 leg guidelines. ¾ Ness heads down from the bottom of the Draw a horizontal line slightly below the head. This marks the bottom of Ness’ shoes. chin. The length should extend from one Draw wide, upside-down U-shapes side of the head to the other (discounting extending outwards from each leg as the ears). This represents the shoulder line. guidelines for Ness’ shoes. You can draw tiny circles at the ends of the Then, connect the shoulder joints with their line to help you visualize the joints. corresponding leg joints to form a Draw a regular ellipse that is as long as the rectangular shape. This is the base for Ness’ shoulder line at the first horizontal guideline. torso. This is Ness’ hip. 4 STEP II: DRAWING THE BODY Fig. 2-4: Arm and Hand Guidelines Fig. 2-5: Neck and Shirt Fig. 2-6: Shirt and Backpack To make Ness’ arms, draw a small line Draw Ness’ neck by making a short, open- Draw triangles starting from the top of each slightly angled outward, extending from ended rectangle from the chin to the shoulder joint to make T-shirt cuffs. A line each shoulder joint until about half of Ness’ shoulder line. On the shoulder line, draw a should extend outwards the same way as the torso. At that point, the line will go towards U in the middle slightly wider than the neck. arm guidelines but should be slightly above the side of the hip, ending with an oval to The U marks Ness’ T-shirt collar. them. About two-thirds the length of the represent Ness’ hands. Try not to make the upper arm, cross the line over the upper arm Two short lines should connect from the top angle of the elbow too acute though, line towards the torso base. of each shoulder joint to each side of the because Ness’ arms will appear too long. neck. These lines are slightly above the Define the sides of the T-shirt by solidifying shoulder line, showing that the T-shirt is the lines on the sides of the torso base. The above the body. top of the lines should end halfway through the height of the cuffs. Draw fang-like shapes from the top of each shoulder to the sides of the torso right below the cuffs. These shapes are the backpack straps. 5 STEP II: DRAWING THE BODY Fig. 2-7: Arms and Hands Fig. 2-8: Pants, Legs, and Shoes Fig. 2-9: Erased Guidelines To make Ness’ arms, draw pointy-bracket- Starting from where the hands touch the hip, Next, erase as best as you can the basic like shapes (< and >) starting from the end of draw rectangles extending down and out on guidelines. The lines left form Ness’ outline. the cuffs to the hips. Use the arm guidelines both sides, where the inner side of each Although this step may seem useless since drawn earlier to help with placement. rectangle should connect to the middle we are going to be erasing all the pencil Remember to connect half-ellipses at the bottom of the hip ellipse. These are Ness’ later, it will make the next bit easier. bottom end of the arms to form Ness’ hands. pants. Like the arm guidelines, the leg guidelines are a skeleton. To make Ness’ legs, just enclose the leg guidelines with short lines on both sides, starting from the bottom of the pants. Leave room for the shoes. The shoes will be similar in shape to their guidelines. The back of the shoe should align with the inner part of the leg. 6 Step 3: Lining STEP II & III: DRAWING THE BODY & LINING Fig. 3-1: Outline Pen over Pencil Using the black gel pen, go over the pencil lines you drew earlier. Fill in the hair and eyes like done with the pencil. Fig. 2-10: T-Shirt Stripes Draw lines on the T-shirt to make stripes. The middle portion has horizontal lines while the cuffs have lines parallel to the bottom of the cuff. Make sure you have the same amount of lines on both cuff. Fig. 3-2: Erase Pencil After waiting for the pen to dry, erase the pencil underneath. 7 Step 4: Coloring STEP III & IV: LINING & COLORING Fig. 4-1: Color Key Fig.
Recommended publications
  • Dreamcast Fighting
    MKII TOURNAMENT ANIMAL CROSSING We continue our Mortal Kombat II CHRONICLES throwdown with the second round of analysis, video and more. Join us as we walk through the days with Samus as she lives her life in the town of Tokyo. PAGE 20 PAGE 37 YEAR 04, NO. 14 Second Quarter 2011 WWW.GAMINGINSURRECTION.COM DREAMCAST FIGHTING GAMES GI SPOTLIGHTS SEGA’S FALLEN VERSUS COMBAT MACHINE contents Columns Features Usual Suspects The Cry of War…....….......….3 Dreamcast fighting games …….4-15 Ready, set, begin ……... 16-19 From the Dungeon…...........3 Mortal Kombat II tournament ..20-24 Retrograde ….………….. 25-28 Beat.Trip.Game. .. .. .. .3 The Strip …....…….…..….29-31 Strip Talk ……………...........29 Online this quarter ….……..32 Otaku ………..…….............30 Retro Game Corner …...34-36 Torture of the Quarter …...36 Animal Crossing Chronicles …………………….….....…37-39 staff this issue Lyndsey Mosley Lyndsey Mosley, an avid video gamer and editor–in-chief journalist, is editor-in-chief of Gaming Insurrection. Mosley wears quite a few hats in the production process of GI: Copy editor, writer, designer, Web designer and photographer. In her spare time, she can be found blogging and watch- ing a few TV shows such as Mad Men, The Guild and Sim- ply Ming. Lyndsey is a copy editor and page designer in the newspaper industry and resides in North Carolina. Editor’s note: As we went to press this quarter, tragedy struck in Japan. Please con- sider donating to the Red Cross to help earthquake and tsunami relief efforts. Thank you from all of the Gaming Insurrection staff. CONTACTCONTACTCONTACT:CONTACT: [email protected] Jamie Mosley is GI’s associate Jamie Mosley GAMING editor.
    [Show full text]
  • Super Smash Flash Beta
    Super smash flash beta Continue A fan has made a recreation of the popular super smash bros for online with many awesome characters. Super Smash Flash 2 includes a crossover between many video game universes such as, DB, Mario, Sonic, Naruto, zelda, Bleacher, Street Fighters, Pokemon, and more. Who do you choose to fight? Characters: Currently you can choose between 46 playable characters: Goku, Sonic, Pikachu, Bandana Dee, Black Magician, Blade, Blue, Bomber, Bowser, Captain Falcon, Chibi-Robo, Cloud Steer, Krono, Donkey Kong, Falco Lombardi, Fox McCloud, Ichigo Kurosaki, Isaac, Inuyash, Jiglipaf, Kirby, Knles Echidna, Crystal, Link, Lloyd Irving, Lucario, Luigi, Mario, Mart, Mega Man, Mega , Naruto Uzumaki, Ness, PAC-MAN, Pichu, Pikachu, Yama, Princess Peach, Princess zelda, Rayman, Ryu, Samus Aran, Sandbag, Shadow Hedgehog, Sheikh, Simon Belmont, Son of Goku, Sonic Hedgehog, Sora, Super Sonic, Valujia Gameplay: The goal is to use the ability to fight each other. The last person who survived wins. Each player has a percentage counter at the bottom of the screen, which increases as they take damage. The higher the percentage, the easier they become, which means the attack will send them flying farther, which could eventually lead to a knockout. Development: Considered one of the largest flash games the project has ever developed. The first version of Super Smash Flash was released in 2006 by Mcleodgaming. Since then, hundreds of developers have helped to contribute and build up to this current installment. All developers are fans of the original Smash Bros and want to recreate their favorite games in their own way. DeveloperSuper Smash Flash 2 was developed by McLeodGaming.It has many Super Smash Bros mechanisms such as Shield, Dash, Up'B, Smash Attacks, Objects, and more.
    [Show full text]
  • Metroid Prime’S Graphics Provide a New Perspective on an Old Game by Joshua Cuneo Loving Species As Dark Evildoers
    ENTERTAINMENTpage 23 Technique • Friday, January 24, 2003 • 23 Darkness fails Taking to the skies The newest horror movie fails to Tech’s newly organized skydiving team ENTERTAINMENT provide thrills with a twisted tooth placed third in the collegiate Nationals fairy tale. Page 24 this year. Page 40 Technique • Friday, January 24, 2003 Technology improves features of games on GameCube Resident Evil Zero allows for more flexibility with two characters By Aman Solomon Rebecca Chamber, who will be fa- Contributing Writer miliar to fans of the first game, and ex-Navy soldier Billy Coen. Billy’s Game: Resident Evil Zero character is a vast departure for the Company: Capcom series. An escaped prisoner accused System: Nintendo GameCube of the murder of 23 fellow soldiers, Rating: Mature the character plays with a dangling Score: 8.5 out of 10 handcuff and makes for a more in- teresting lead than previous titles. For many gamers, a defining Each of the two characters has moment for the video game genre different capabilities, and often in was the introduction of the original the game you will be required to use Resident Evil on the Playstation. them both to achieve your goals. Released in 1996, not only was the This is one of the evolutionary chang- game enjoyable, es that separate but it also had the this from the capability to other games in scare the crap out Each of the two the series. of you. Many a characters has You gamer screamed have the ability out loud while different capabilities, to switch be- battling through and often in the game tween the two the zombie-filled main characters mansion that was you will be required throughout the the setting of the to use them both to game.
    [Show full text]
  • Nintendo Player's Guide (SNES) Street Fighter II Turbo (1993)
    f '1 \ Y*-— [ |dL/ ^Nintendofy STAFF Publisher M. Arakawa Producer in Chief Hiroyuki Kalo Editor in Chie! Gail Tilden Senior Editor — Pam Salher Scoll Pellard Leslie Swan Jell Balus Editorial Consultants Howard Lincoln Peter Main Phil Rogers Juana Tingdale Tony Harman Cover Design Grilles Advertising Directors ol Production Tsutomu Olsuka Telsuhiko Yoshida Producer Yoshio Tsuboike Project Coordinators Hiroyuki Kurano W. David MeHen Keiji Hamada Emi Toyama Art Director Yoshi Orimo Concept & Design V DESIGN INC. Desu Iwamolo Rilsuko Yamaji WORK HOUSE CO..LTD < ZANGIEF Yukio Yamashila Seiji Sato Hiro Ogawa Kohchan Yoshizu CDHALSIM Angie Junichi Nob Watanabe Hiroki Ida RYL^^ Nob-Rin Takagi Masako Kurosawa Illustrators Akio Nakamura E.HONDA Daisuke Shigoto The Street Fighter II Turbo I layer's Guide is published by Nintendo ol America Inc. in con|unction with Tokuma Shoten Publishing Co.. Ltd. The Street Fighter II Turbo Player's Guide is published at S15 In the U.S.A. ($21 in Canada) only by Nintendo ol America Inc.. 4820-150th Ave NE, Redmond. Washington. 98052 ©1993 by Nintendo ol America Inc All rights reserved Nothing that appears in the Street Fighter It Turbo Player's Guide may be printed in whole or in part wlth- America, copynghl owner Printed in the U S A Color separation by Dai Nippon Printing Co . Ltd. NIN- TENDO is a registered trademark ol Nintendo ol America. STREET FIGFITER II TURBO is a registered trademark ol Capcom TM & © lor game and characters are owned by Capcom. (Nintendo) Nintendo ol America Inc. P.O.Box 957 Redmond. WA 98052 TURBOCHARGED STREET FIGHTING! The premise in Street Fighter II Turbo is very sim- just as important for others.
    [Show full text]
  • End of Course English: Reading
    VA516893_ER Released 2/4/10 3:13 PM Page 1 VIRGINIA STANDARDS OF LEARNING Spring 2009 Released Test END OF COURSE ENGLISH: READING Form R0119, CORE 1 Property of the Virginia Department of Education ©2009 by the Commonwealth of Virginia, Department of Education, P.O. Box 2120, Richmond, Virginia 23218-2120. All rights reserved. Except as permitted by law, this material may not be reproduced or used in any form or by any means, electronic or mechanical, including photocopying or recording, or by any information storage or retrieval system, without written permission from the copyright owner. Commonwealth of Virginia public school educators may reproduce any portion of these released tests for non-commercial educational purposes without requesting permission. All others should direct their written requests to the Virginia Department of Education, Division of Student Assessment and School Improvement, at the above address or by e-mail to [email protected]. VA516893_ER Released 2/4/10 3:13 PM Page 2 ISD8457 VA516893_ER Released 2/4/10 3:13 PM Page 3 Reading Directions Read the passage. Then read each question about the passage and choose the best answer. SAMPLE A Lost in Grand Central Station 1 Rachel stared at her watch in disbelief. It had been almost three hours since she had separated from her tour guide and the rest of the group. “Let’s all meet at Grand Central Station — the main train station here in New York — at 3:00 P.M.,” the guide had said. Now it was 3:30 P.M., and Rachel still hadn’t been able to find her group.
    [Show full text]
  • Convocation Notice of the 68Th Annual General Meeting of Shareholders
    These documents have been translated from Japanese originals for reference purposes only. In the event of any discrepancy between these translated documents and the Japanese originals, the originals shall prevail. The Company assumes no responsibility for this translation or for direct, indirect or any other forms of damages arising from the translations. (Securities Code 7974) June 5, 2008 To Shareholders with Voting Rights: Satoru Iwata Director and President Nintendo Co., Ltd. 11-1 Kamitoba Hokotate-cho, Minami-ku, Kyoto, Japan NOTICE OF THE 68TH ANNUAL GENERAL MEETING OF SHAREHOLDERS Dear Shareholders: You are cordially invited to attend the 68th Annual Ge neral Meeting of Shareholders of Nintendo Co., Ltd. (“the Company”). The meeting will be held for the purposes as described below. If you are unable to attend the meeting, you can exer cise your voting rights in writing by submitting the Voting Right Exercise Form, or via the Internet. Pl ease review the Reference Documents for the General Meeting of Shareholders (describ ed hereinafter), and cast y our vote by 5:00 p.m. on Thursday , June 26, 2008 Japan time. 1. Date and Time: Friday, June 27, 2008 at 10:00 a.m. Japan time 2. Place: Seventh floor conference room at the Company’s head office, located at 11-1 Kamitoba Hokotate-cho, Minami-ku, Kyoto, Japan 3. Meeting Agenda: Matters to be reported: 1. The Business Report, Consolidated Financial S tatements for the Company’ s 68th Fiscal Year (April 1, 2007 - March 31, 2008) and results of audits by the Accounting Auditor and the Board of Auditors of the Consolidate d Financial Statements 2.
    [Show full text]
  • Earthbound Ebook
    EARTHBOUND PDF, EPUB, EBOOK Richard Matheson | 224 pages | 30 Apr 2005 | St Martins Press | 9780765311719 | English | New York, United States Earthbound PDF Book Ness and the group then reach the final sanctuary, but Ness falls unconscious and enters a strange world composed of his dreams afterward known as, Magicant. Paula contacts Jeff telepathically. If enough experience points are acquired, a character's level will increase. Her finally offensive attack is PSI Thunder which is powerful when it hits but is difficult to land. There, a young prince named Poo has completed his training and is instructed to join the party on their journey. While the game was a success in Japan, it received poor reception in America. He also has the ability to teleport as well. They can travel in any direction, provided the path isn't blocked, and will be challenged by enemies, most of which will move toward the player. He can also manipulate light through PSI Flash. The bicycle and delivery man systems posed problems as well due to their own complex programming schemes. Though he blames a certain statue , Carpainter thanks, Ness and gives him the key to Paula's cell. Jeff is able to repair certain items that would otherwise be unusable and then use them in battle. The party then travels through the desert to reach the next city. Also listed is the amount of HP the character has left. English Language Learners Definition of earthbound. It was scheduled to release in , however it was cancelled because the upcoming Super Nintendo Entertainment System was thought to overshadow the English release of the game, thus the game was decided too costly to market and produce, and was shelved with no plans for a release in the future.
    [Show full text]
  • The First Level of Super Mario Bros. Is Easy with Lexicographic Orderings and Time Travel
    The First Level of Super Mario Bros. is Easy with Lexicographic Orderings and Time Travel . after that it gets a little tricky. Dr. Tom Murphy VII Ph.D.∗ 1 April 2013 Abstract paper is mainly as a careful record of the current sta- tus for repeatability and further development on this This paper presents a simple, generic method for au- important research subject. A short video version of tomating the play of Nintendo Entertainment System this paper is available for those that hate reading, at games. http://tom7.org/mario, and is the more fun way to consume the results. This page also contains audiovi- Keywords: computational super mario brothers, mem- sual material that makes this work more entertaining ory inspection, lexicographic induction, networked enter- (for example, its output) and source code. tainment systems, pit-jumping, ... The basic idea is to deduce an objective function from a short recording of a player's inputs to the game. The objective function is then used to guide search over pos- 1 Introduction sible inputs, using an emulator. This allows the player's notion of progress to be generalized in order to pro- The Nintendo Entertainment System is probably the duce novel gameplay. A design goal is that the objective best video game console, citation not needed. Like function be amusingly elegant (not at all smart, fancy, many, I have spent thousands of hours of my life playing or customized to the game) in order to demonstrate NES games, including several complete playthroughs that the game is reducible to such a simple objective.
    [Show full text]
  • A Few Days After the End of Earthbound. a Different Ending- Jeff's Spirit Could Not Return from the Place Outside of Time Where the Youths Defeated Giygas
    A few days after the end of Earthbound. A different ending- Jeff's spirit could not return from the place outside of time where the youths defeated Giygas. It was a small funeral. Jeff had little family and few friends. Indeed, there were few friends to be had in the frozen wilderness of Winters. Ness suspected most of Jeff's school would have come, but the funeral was happening after school had let out for the summer, and all the boys were gone. Tony and Maxwell came, however. Their parents were at their sides, looking lost, wanting to console their children but unsure of how to, never having come to grips with death themselves. The funeral was naturally held on the school grounds, heated to a comfortable temperature by one of the myriad Andonuts inventions. Tracy had been incredulous when Ness told her where it was to be held. "Why would anyone want to be buried at school?" she wondered aloud. Ness had just sort of laughed to himself. Jeff wouldn't have it any other way. He never would have wanted to rest far from a place where learning was going on. Ness recognized most everyone attending, or could at least guess their connection. There were Tony and Maxwell and their parents. There was Apple Kid, a kindred spirit to Jeff. The two of them would have made quite the team, Ness had often thought. A few Saturns were in attendance, attracting shy stares from everyone who had never seen their race before, which was pretty much everyone. The little Saturns sat cradled in their chairs, much too small for human-sized furniture.
    [Show full text]
  • By Logan Chow Super Smash Bros. Brawl Is My Favorite Wii Game. It Is
    By Logan Chow Super Smash Bros. Brawl is my favorite Wii game. It is probably one of the top ten best seller Wii games. It has 35 characters that are: Mario, Donkey Kong, Link, Samus, Kirby, Fox, Pikachu, Marth, Mr. Game in Watch, Luigi, Diddy Kong, Zelda, Pit, Meta Knight, Falco, Pokémon Trainer, my favorite Ike, Snake, Peach, Yoshi, Ganandorf, Ice Climbers, King Dedede, Wolf, Lucario, Ness, Sonic, Bowser, Wario, Toon Link, R.O.B., Olimar, Captain Falcon, Jigglypuff, and Lucas. When you choose your character you can change his or her color. When that’s over, press the play button to continue. Then when you battle you can battle the CPU or you could battle a friend. There is a Subspace Emissary for you in case you ever want to play story mode. You can hook up on a Wi-Fi connection and battle people all over the world. The levels are awesome like Pokemon Stadium 2, Wario Ware, and Pirate Ship. When you battle other characters your goal is to win the battle. For example, if Ike is battling Bowser, and then Ike hits Bowser, then Ike gets a point. However, if you play stock mode then you have a couple of lives but when all your lives are gone then you lose that round. I would recommend this game. This game is rated T for Teen, and only exists for Nintendo Wii. 5 out of 5 rating Wolf Ike Donkey Kong .
    [Show full text]
  • Object Tracking in Games Using Convolutional Neural Networks
    OBJECT TRACKING IN GAMES USING CONVOLUTIONAL NEURAL NETWORKS A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Master of Science in Computer Science by Anirudh Venkatesh June 2018 c 2018 Anirudh Venkatesh ALL RIGHTS RESERVED ii COMMITTEE MEMBERSHIP TITLE: Object Tracking in Games using Convolu- tional Neural Networks AUTHOR: Anirudh Venkatesh DATE SUBMITTED: June 2018 COMMITTEE CHAIR: Alexander Dekhtyar, Ph.D. Professor of Computer Science COMMITTEE MEMBER: John Seng, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Franz Kurfess, Ph.D. Professor of Computer Science iii ABSTRACT Object Tracking in Games using Convolutional Neural Networks Anirudh Venkatesh Computer vision research has been growing rapidly over the last decade. Recent advancements in the field have been widely used in staple products across various industries. The automotive and medical industries have even pushed cars and equip- ment into production that use computer vision. However, there seems to be a lack of computer vision research in the game industry. With the advent of e-sports, competi- tive and casual gaming have reached new heights with regard to players, viewers, and content creators. This has allowed for avenues of research that did not exist prior. In this thesis, we explore the practicality of object detection as applied in games. We designed a custom convolutional neural network detection model, SmashNet. The model was improved through classification weights generated from pre-training on the Caltech101 dataset with an accuracy of 62.29%. It was then trained on 2296 annotated frames from the competitive 2.5-dimensional fighting game Super Smash Brothers Melee to track coordinate locations of 4 specific characters in real-time.
    [Show full text]
  • Earthbound in Great Detail, It Also Covers Many Other Topics and Touches on Many Other Games
    Welcome to the Book Preview This preview showcases only a few samples of the 420+ pages found in the complete book. Although the book looks at EarthBound in great detail, it also covers many other topics and touches on many other games. Even if you're not familiar with EarthBound or much of an EarthBound fan, you'll fi nd a lot of fascinating information within these pages! *NOTE: The images in this preview have been compressed to make them more internet friendly, they are not representational of the quality of the fi n a l p r o d u c t . Contents 12 Special Features 18 Foreword 20 Introduction 86 A Look Ahead 87 Starting the Game 30 What Is Localization? 94 Onett Odyssey 128 Twoson in Trouble 44 History 146 Happy Happy Village 72 Technical Magic 158 Return to Twoson 167 Trapped in Threed 84 The Game 172 Leaving Winters 180 Rescue in Threed 312 Battle Changes 182 Saturn Valley 189 Threed Saved 320 Enemy Changes 191 Dusty Dunes Desert 334 Item Changes 195 Flabbergasted in Fourside 206 Mining for Gold 350 Hints 210 Return to Fourside 216 Welcome to Moonside 360 Newspapers 221 Monkey Caves 372 Unseen Text & 227 Skyscraper Raid Other Secrets 231 Revisiting Old Haunts 235 Summers Getaway 404 Final Thoughts 242 Dreaming of Dalaam 247 Heroes United 408 Further Reading 251 South to Scaraba 412 Update Patches 254 Exploring Dungeon Man 257 Deep Darkness 422 Special Thanks 261 Infi ltrating Stonehenge 265 Tending to Tenda Village 426 More Legends 270 The Lost Underworld of Localization 272 Meandering in Magicant 280 Counterattack Across Time 285 War Against Giygas 294 Triumphant Return Special Features Deeper examinations of Japanese culture, video game history, localization methods, developer interviews, trivia, and more The Basic Stages of Text Text Formatting: The Beatles in Japan - 112 Japanese Hostess Obscure Names on The Traumatic Localization - 32 EarthBound vs.
    [Show full text]