Thursday, October 18, 2012

DSDN142 - Final - The Vocal Rocket.


After playing around enough and editing various venerable(s), settings etc. I decided that this snippet of code was the closest I thing I could deem a "final" although, not too happy with it, it works in somewhat the way I intended it too.

Applet - Here (re upload due to wrong file.)

Controls:

User talks at different volumes into the microphone piece to increase y-axies while controlling x-axies with a mouse. This will allow the ship to "fly" whilst flying it will draw an octave trail, as the ship falls, it reads the trail and converts it into audio.
The idea of a "physical" object creating real-time data for a digital-form.

DSDN142 - Current

Since I was struggling with rotation and ended up keeping the ship stationary, the new idea now is to "draw" with sound-wave and from this, create "song" from draw. Something like that at least.
So in the end, I removed the star field completely and am wondering how this will go in terms of design aspect.

Below you see a selected color being drawn from wavelength, when mouse over is creates representative tone, I may make an object that plays the tones, so user can focus on the drawing with sound / mouse interaction.


DSDN142 - Fun with Minim

I've been having serious trouble getting the ship to rotate and move accordingly to volume and sound, so I ended up exploring Minim more, and discovered the horrifically, wonderful use of Octavos.
I was thinking of covering Speech to color and from the color+wave length your verbal input makes, octavos from the color themselves, in sense a digital musical midi instrument.

Wednesday, October 17, 2012

DSD142 - Changes and move development

After encountering a problem that I wasn't too familiar with being the conversion of PVectors or most PClass items, I've decided to change the toy to instead of an infinite x.y.z scroller, user only controls its movement on the y.axies, and mouseX is fixed to follow the cursor.

Below are several alterations of my current "ship" setup, some would probably thing of this as a step back, but I have somewhat of an idea relying heavily on visuals and audio-generated effects... somewhat of a scenery maker while the ship travels in sense, but more of a verbal visualizer.



Reaction to loud & deep audio volumes.

Reaction to loud, normal spoken voice.











Monday, October 15, 2012

DSDN142 - Current Development, Current Situatoin

Stepping away from this, I figured consistantly clicking  left and right mouse buttons wernt much of an interaction, therefor I've looked into using the AudioInput function of Minim, so the sketch is controlled with use of voice pitch collected by a mic then is convereted into AudioData by Logging Sound and Frequency Averages, this allows movement within the sketch.

The idea shown below is using logged averages to control the balance and movement of the ship along the y/x axies within the application.

Below are my first three attempts at attaching logged Audio data on to a vector shape, still figuring out how to convert between PVectors and float arrays.





Conclusion.

Although gives off somewhat a nice effect, the randomly generated lines from audio can't keep up with consistently moving and or rotating objects, well for the effect I want to try achieve at least, although I do feel as if I'm heading in the right direction. In terms of interaction, the current controller is all by verbal means, louder you are larger the stream line/faster the ship moves though out the sketch, quieter you are or if your voice raises then lowers, speed depresses and increases according.





DSDN142 - P3 Idea Changed + Other Interactions

So, stepping away from the "game elements" in my current code and removing them completely to become more "toy" like. So because of this I begina to look into other means to create a sense for interaction that didn't involve "goals".

My first idea for development was to create an objects that interacted with the background of the current sketch, so as shown below, a gird that somewhat deforms as the ship moves across the surface.




Problem?
ship moved by mouseClick +  mouseDrag, not very interactive in the end, so idea dumped and back to the drawing board with other ideas of what possibilities I can create with this "ship".

Thursday, September 27, 2012

DSDN142 - Storyboard + Idea/Paragraph(ish)


































DSDN142 - My Idea + Inspirations  and Directions.

For project three, I want to achieve a application that utilizes all possible functions a mouse can give a user for the sole purpose of annihilation,  by destroying planets and fun.

For inspiration I've decided to take three old classic doss games Asteroids, Space Invaders and Lunar Lander  and try see what Ideas I could steal and combine into a somewhat unique  experience and then take those general game ideas and turn the user into somewhat of an anti-hero.

What makes my application "fun" I would have to be the challenging controls, since everything is time based and gets harder for the "user" to control as random gravity changes depending on effect or active class.

As for user interaction, the use of three mouse buttons will be required, as well as dragging  the mouse to "swing" certain elements along the axis, thus granting full use over the mouse to control the application. The user will be using left and right click functions to manage their "play time" while trying to capture meteors and smash them into the surface of shown planet.

DSDN142 - P3 - Code Snippet


Lengthy code, half the functions are currently not working or are commented out, this is what I currently have in relating to my idea.

DSDN142 - Progress, Sweet, Sweet, Progress.

After doing my head in, taking reference after reference and learning how Processing Tutorials I had used here. certain things work and the endless possibilities I have with arrays and calling class functions I was able to get the ship moving with gravity and on x-y axies around the screen whilst reacting to left/right click funtion which essentially "thrusted" the ship in the direction it faced.


Background now animates properly.
Air-stationed ship.

Change color scheme.

Gravity finally working, ship now falls.

Mouse Left + Right function activating properly and controlling ship though "space"

DSDN142 - Starting Over, Better idea, new envisionments.

So, after not being happy with my not going to lie, rushed "spore_cloud" idea which only really had one to two real interactions that were pure clicking and watching "Blur" filters kick in, I decided to look back into something game inspired again.

So, essentially, as you do... I took my two pass time classics that I'm addicted too, Space Invaders, Asteroids, and Lunar Lander, shown in correct order below.































So, playing around with these two ideas, gave me a mixture of thoughts with different combinations of how I could essentially merge these two games together, but have everything react to mouse function. In the current screen shot above, the applet only changed the ships position on the y-axies up and down. So, I've began processing tutorials on arrays + got a book out from wellington library.

Sunday, September 23, 2012

DSDN142 - Basic Code, as follows.

Basic/simple.


DSDN142 - Basic Code. Thoughts + Ideas.




















So firstly just seeing what effects could be achieved by a simple shape continuously placed over would look like, with out a blur or build-in filter effect from the processing application.

Below are various configurations of the built-in blur filter so I could see what levels of blur have different effect and such.

























































I'm two-sided at the moment about the out-come, part of me likes the effects that are currently being created, another part of me is in disarray. Currently without any animation or "spores" animated and living around the so called "Eco-System", I look forward to seeing the result of animation added as I feel its visual appeal would increase more than it already as, although as stated, two-sided about the current outcome, but its still a process.

Thoughts + Additional Ideas + Possibilities.

  • After a certain ammount of layers, background gains animated layer? Maybe even stick animated clouds behind each newly placed ellipse, so an animated "dust" effect starts appearing present.
  • Lights/Dynamics.
  • What would this look like in a 3D Atmosphere?
  • Possibilities to give the illusion of a 3D Atmosphere?
  • Hmm...



DSDN142 - Spore Cloud, create the universe.
























A rough sketched down idea I had while in class, below I have done a simple digitized version in Photoshop using auto-shapes for easy readability.






































The jest of it.
Originally, I wanted to create some sort of  destructible solar-system out of the built-in particle engine that existed within processing, however I let this idea slide, although the destruction of a solar system at your cursor-tips would be great, I feared the code would throw me too far into the deep-end of the particle coding pool. Therefor, I adapted and am trying to settle for this more basic idea.

This idea is the general use of particles, but in a smaller scale, left-mouse creates such and such at mouse-x, mouse-y, etc. I want to create a "living-system" in sense, I guess, an atom, an electron, a civilization for spores? Or other things that would live inside a cloud that's beauty is invisible to the human eye.

Planning, in the most basic of forms: I plan to on-click an ellipse is created, orbiting on the edges of this ellipse would be two other shapes, possibly created from lines or an imported image(still deciding) from here the left-mouse action would keep creating these mini-Eco systems, with these two living spores, once other ellipses are chained or near one another, the spores will wonder along on their own as you user, "you" are creating their environment. A right-click function, would attract these beings, various configurations of grouping  different numbers, different colors or spores would shine different colors and essentially light up background layers, etc.

Thursday, September 20, 2012

DSDN142 - Particle Test


 Left-Click - Push-away   |   Right-Click - Pull-towards.

Started to play around with particles+trails to see what type of interesting effects I could achieve with this. I would like to move towards "magnetizing" the cursor in some sense, so that the particles only orbit around the cursor when "positive" charged that of a magnet. Not entirely sure yet.

Tuesday, September 18, 2012

DSDN142 - Inspiration Code(s).

Falling Water:
http://www.openprocessing.org/sketch/41648


3-Dimentional Pyrimid
http://www.openprocessing.org/sketch/67232


Particle Emitter - Spiral Formation
http://www.openprocessing.org/sketch/56653


p0ur
http://www.openprocessing.org/sketch/10949


Essentially, I began looking into particle effects, and code examples that involved the idea or at least sense of physics. The idea I want to go ahead with for project three is a simple mouse toy that allows the user to draw different click functions break the drawing for example, If i were to draw a straight line and then used left click, it would break into particles.

 If possible and if I had the time, I wish to make this "breaking" effect feel almost like liquid, the idea of drawing an image and it slowly washing away or, dripping off a canvas seems appealing to me for some reason.

Monday, September 17, 2012

DSDN142 - P3 - Rough Concept, Three.

<need to upload image>



Stepping away from the idea and inspiration of games and trying to go on something based by nature, of how certain liquids or solids act and attempting to emulate them in processing as a mouse toy.

I want to combine the idea of flow or something falling in empty space, with a sense of gravity. Essentially the way the "curtain" on processing works, but with something more fluid or particle based based. 

The idea of crumbling, falling to pieces or "snow falling" I want to allow the user to be able to draw images with mouse pointer as you would in any painting application you used when you were a kid, such as msPaint, but only to have these images crumble or explode in a flurry of randomized particle effects. The user would have control not only over drawing these elements or the base image, but also how fast/slow or even  if the bouncy of not when they fall, when the user tried to interact with them after falling it acts like nothing else but a fluid, such as water.


What does the person learn?
How their images fall apart pixel by pixel, particle by particle. The different visual-effects that can be gained from certain shapes, gravity configurations and color.

How long does it take to learn? 
The basic control, not long. But "hopefully" and endless configuration of shapes and random effects, in sense of learning the same thing for a different out come could prove to become boring and uninteresting after awhile.


Will it stay interesting after interaction? 
With different effects and random outcomes based on users action or "drawing" in this instance, for a reasonable amount of time, yes. Nothing wrong with random physics and your creations slowly falling into pieces, stress relieve?...


DSDN142 - P3 - Rough Concept, Two.


Based off another iOS game / classic named "Tower Blocks" where the user was to stack blocks up as high as possible that drop from a swinging crane, higher the tower that was stacked, faster the blocks swung.

I had a similar idea where the user has to stack "suishi" blocks with a mouse cursor that has turned into a pair of chop-sticks. Instead of the blacks swining, I was thining of adding a verible of "stress/grip" on the object that the user has tried to pick up that will slowly/rapidly decrease over time. The goal is to keep this verible balanced with mouse-click as you drag it to stack on top of the other "Suishi-Blocks". Combos will be additional, what stacks correctly with what, etc.


What does the person learn?
Number of clicks required to balance each individual piece depending on meter deprese speed,
Combos that keep the suishi stack balanced correctly over time.

How long does it take to learn? 
Questionable, may take sometime to completely learn. As the grip / meter will drop faster depending on block, so number of clicks required to keep balance / click speed will differ, or even completely become random.


Will it stay interesting after interaction?
Little to learn, possibly won't stay interesting too long as the user only learns two interactions.

Friday, September 14, 2012

DSDN142 - P3 - Rough Concept, One.


































Rough idea, taking the concept of a popular iOS game "Fruit Ninja"with mixing elements of something similar to a tower defense where the user has to protect a point, or in this case an object, being the "Ellipse King" (Gray Ellipse) from the opposing Red ellipses.

Overtime difficulty will increase by attributes such as speed + density of red ellipses jumping toward the Grey ellipse.

What does the person learn?
----

How long does it take to learn? 
 The game should be learn rather quickly, as it should be fimilar interaction although instead of using finger or hand gester from the iOS device, rather mouse swipes + speed of swipes.

Will it stay interesting after interaction?
Questionable, game should have replay ability by trying to beat a given score from previous attempts, maybe introduce random events to keep the interaction feeling new? As difficulty increases could prove to be challenging for those who lable themselves as cusual "games" in sense.

Monday, September 10, 2012

Questioned to be Answered + Storyboards

Create 3 Storyboards/ideas for Friday. Answer questions; What does the person learn? How long does it take to learn? Will it stay interesting after interaction?

Wednesday, August 22, 2012

DSDN142 - Final Set.

Here is my final set that I've created from my code for project 2. I approached this with minimalism in mind while making sure everything would flow and connect across the board like a photographic  panorama.

For my structure,  I had the idea of stairs or a spiral connecting and intertwining with one another then beging to shatter into fragements across the board from my second image all the way to third, each time the shattering spreaking out more and more such as sound/noise would in a large area.

I'm quite pleased with how this has turned out, especially with just the use of two colors in the same spertrium, as I think they work near, perfectly with one another.


DSDN142 - Structure & Noise + Random function. ;')

So far, i've consensed and cleaned my code up and added propper veriables rather than building script in straight canvas, from here it gave me easability to edit veriables and come up with more outcomes using while/if loops and random() function, I have  coded my method to work with either "While" or "If" changing these create different effects and outcome for the entire pattern. I have also added a few new veriables, relating to distance between my shapes, which helps breaking them up to create a sense of noise.

Below is a few images that I've came up with my new code, keeping in mind, that I've gone back to a more minimalistic approach, that focuses on just using rectangles and rotation, rather line and pivit points along x/y axies like my previous minimalist approach. I still need to experiment with more color but for now, I like the set that I'm currently using, I'll leave color till last, as I want to see how furthur I can push my code.






















DSDN142 - More Experements - Structure



















Just more experiments with while loops, more of a structural focus, hoping to begin incorporating noise around last two/three panels if i stick with something similar, but definitely need to develop more and condense code code a bit, but that's easily done. I actually like the outcome of these more than my last few attempts on looping, most likely because of the color choices, I had used
"http://kuler.adobe.com/#themeID/2000600" - Beach Glass by a user named Kristi on Adobe Kuler.

Edit:

Looking back at this now, its starting to head back to a more minimalistic, cartoon-esque' approach, but this time it seems quite effective. However, I need to ask others of their opinions. 

DSDN142 - Experements.

I wasn't too happy with a minimalistic approach, not to mention certain things I wanted to do with my shape proved to be slightly challenging for me. So in the end, I ended up playing around with more "while" looks and drawing random shapes with the line command to see what I could come up with.
I ended up with a "spider-web" type pattern like this, it could use color and some minor edits though, still thinking on what to begin developing.




I also looked into starting to play more around with "while" loops as I understood them easier than anything, I've also discovered how this function works in neat ways with the "rotate" command to create interesting shapes and patterns, which I may possibly use later on.

Tuesday, August 21, 2012

DSDN142 - Attempt at coding minimalistic outcome.

























So, since I decided to try take a minimalistic approach towards the visual outcome, I'm not too happy about the outcome, and rather disappointed, although, I still need to fix some loops and play around with the "while" function more and learn its full potential, at hope to improve it. I may even step away from the minimalistic approach and explore more color and randomization.

DSDN142 - Update

So, i've decided to approach the task with a minimalistic approach, with the idea to start off with basic line structure / formation that changes along the 'x' axies and nearing end both axies become manipulated or changes in some way.

Below is a rough sketch in the direction I plan on going.

 Below is what i've done so far, Still need to correct parts of my code, currently experimenting with what loop function would be more appropriate to use for my needs.

Monday, August 20, 2012

DSDN142 - Experementing with 'for' loops.





Here I began into looking into using the 'for and if' commands to create patterns with the triangle command to create this grid like structure, I plan on adding the 'random' command to some of the int's to see what different pattern/form(s) I can achieve.

DSDN142 - Playing with random / other functions.


















I ended up playing around with the random function to generate my "int"'s  along my 'x' axis, to try create random fields of triangles that are on different positions every line.

DSDN112 - Sketches for possible structure+noise form(s)

























These are the forms that I had sketched for project 2, I plan on selecting 2-3 patterns that I think would be effective and attempt to merge / develop them.

Tuesday, August 14, 2012

DSDN142 - Structure & Noise - Pattern Maker




First class for project 2, we were told to download "Pattern Maker" A script for processing that helped with creating repetitive patterns, these are the two that I had came up with, mainly focusing on effects of color combinations in form.

Wednesday, August 1, 2012

DSDN142 - Final Set(s) / Collection + gif

Final series of 25 images from my code. Originally I had wanted to work with series of triangles but the mathematical side and inability of trigonometry had let me down, therefor I decided to use a more simplified shape which consisted of a diamond 4 triangles and a square. Below I've also included an animated .gif image of the transformation process from both sets, my final and pre-final, as I wanted to see how adaptable each shape was in-terms of flow from transformation to transformation.


.giff, of final set.

.giff of previous set.

DSDN142 -Adaptable Form - Experement Set Three




Tuesday, July 31, 2012

DSDN142 - Adaptable Form - Experement Set Two

Below are a few contact sheets of my new form being manipulated though my processing application, some of the images maybe duplicates, as I had coded my application to save per-frame when edited. I shall change this in the future for when working out my final 25 images.