Posts

Showing posts from October, 2021

PhysComp Week #7

 Project 2 Idea: For this project, I want to build a controller device that would be able to connect to pc games, like the game that I just made in P5. To operate the game, I would need full range of motion besides just up,down,left,right so I think a joystick would be a good inclusion. Playtesting: Given that game controllers are a common item, and I assume everyone has touched one at least once in their lifetime, I don't think it'll be too hard for participants to quickly pick up the way the project works. What playtesting would mainly be used for is to get feedback on if the movement is janky or natural and how I could take the project further. Since I'm also just learning coding, I think the hard part will be getting feedback on solely the controller, instead of critique on the way the game plays. Instructions would include the simple controls required for the game. After the test, I would ask testers how the controller felt in their hands? Was it awkward, bulky or were

ICM Week #7

For my midterm project, I wanted to make a rhythm game. I was uncertain about how exactly would be the best way to go about that, but I settled on a 3x3 grid with "notes" coming in from off-screen and the proper keys would need to be pressed when the note passed in front of the corresponding box. This was a challenging and long project. I'm proud of the coding even if I think from a game design point of view it could be better. The only thing that is "incomplete" about it is that I didn't feel like coding in all of the music cues so there's enough of the game set up to play about 40 seconds right now. Right now it's coded to use the keypad, which I'm not sure if mac laptops have, but it was more intuitive than using the letter keys. There is a volume slider, but if you change the volume it also messes with the beat detection that changes the background color. So if you turn the volume all the way down, the background stops changing colors. I don&

Hypercinema Week #6

 Process:  For this project I wanted to try two different types of actions for the gifs. For one of them, I created a sequence of moving items, a "parade" of dice, to practice moving multiple objects across a screen. For the second gif, I wanted to animate a single object doing an action. I think they both came out okay despite the lighting not being ideal. I used my phone and a grip on the back that acts as a stand so that it would be stable. I then went through the shots and cleaned out the unnecessary ones. I know we were advised to work in the 12 frames/sec model so as to reduce effort, but I ended up with so many photos that I just went with the standard 24. I used Adobe Premiere to export them as Animated Gifs.  Results: https://drive.google.com/file/d/1ThBn3LdBdksgRtF1kkGovbEjSaj_oPSq/view?usp=sharing https://drive.google.com/file/d/1j4l77iaZaTrYDcmOXFlLaeNvWY0Qvuzt/view?usp=sharing

ICM Week #6

Idea: My goal for this project is to create a functional rhythm game. Since something like this would require several functions, animation, and conditional statements, I thought it would be a good way to push myself and practice the topics we have covered so far. Coding: The game grid would be comprised of a 3x3 square with blocks ("notes") coming in from offscreen and you would have to press a key (probably Enter) when the notes line up with the grid to get a score. I originally created a large grid but with the randomness of the notes that I wanted to include I was worried a bigger grid would encounter impossible scenarios like trying to get from one corner of the grid to the other. I want to include a random aspect to the spawning of the notes so that every time you play it feels new and exciting, especially since I'll probably just be coding for one song, instead of having a catalogue. So far, I have the grid mapped out and the key press functions working. I'm loo

PhysComp Week #6

 Lab 1: Fairly straightforward. I didn't have any trouble during the lab. I'm still trying to wrap my head around memorizing binary code. Is it an expectation that we memorize something like that? Lab 2: I enjoyed getting into the p5 side of things. In order to perhaps memorize the process a little better, I was typing the code out myself instead of copy and paste so I had to do a little troubleshooting when I made a grammatical or syntax error. Other than that, I think it went okay. Lab 3: I found these labs to be a lot better than the previous ones now that my arduino has been properly fitted into the board. Prior, something would not be working and I simply needed to press the arduino in to get a reaction. Now, I can spend time troubleshooting other things instead of wasting time checking code when all I needed to do was adjust the arduino. Looking to the future, I saw some cool projects recently where people emulate game controllers using a micro controller like the Arduin

Hypercinema Week #5

Image
First Idea: For this project, my original idea was to create a manga panel using only synthetic generated media. Everything from the reference photos, lineart, and coloring would be done with an AI model. However, upon further experimentation I was unhappy with the results of this. I found it difficult to craft a story with the photos generated and the color AI wasn't that great. I decided to use the generated photos from the AI and create something else.  Final Idea: What I decided to create were trading cards using generated photos of gibbon monkeys, but painted in the style of Van Gogh. This was achieved by putting the generated images through a model called Neural Style which allows you to turn any image into the style of a painting, which you choose and upload. I tried to keep everything as random as possible, so the names were selected from a randomly generated monkey name website and the numbers were given from a random generator on google. I used a template on Adobe Spark t

ICM Week #5

For the creative exercise, I decided to clean up my Week #1 Creative Exercise cat sketch by using functions for each of the body parts. After practicing functions with the previous exercises, this wasn't too hard. The only thing I couldn't get to work was copying the tail animation that I added from Week #2. I tried to copy it into the new tail function, but what it did was remove the tail and animate the head. Other than that it wasn't too hard.

ICM Week #4

For my creative exercise I decided to make my own design inspired by the 10Print. I wanted to make something different from the original 10Print so I decided to use triangles as my shape. It was perhaps more difficult to figure out how to manipulate than a square or circle would have been but I feel pretty happy with the result. I included a randomly changing color background. The only thing I had trouble with this week was Exercise #7, which was to animate the squares to appear every half second. I wasn't exactly sure how to go about doing this and everything I tried was a failure. If we could just review how to do that, that would be great.

Hypercinema Week #4

ArtLine: This creates line art from an image. I found this model interesting immediately. I think it has potential for a lot of reasons. It could be used to expedite the animation process by creating amazing line art from real photos. It'd be good way to incorporate real locations or people into animation easily. I also think it could be interesting as a way for non-artists to convert their pictures into a drawing. It could also be used as a learning tool for artists to better see what parts of an image to emphasize in line art and where to shade. For my concept, I would upload a series of images from a piece of media and create a manga style page with the results in illustrator or photoshop. It'd be cool to see how quickly and easily we could make things like that with this. Style2Paints: This automatically colorizes line art. I think this would be an interesting part 2 to the ArtLine model. I would put a set of photos through ArtLine to create line art and then put those gene