Saturday, 30 April 2011

Further Musical Gluttony Development

After some help from Tim, I managed to get the worm to eat/play the food/note and take on the color of the food/note.

I am now working on building a sequence of notes that the worm will hold the color of the last played note, until returning to white, after each food.

The main thing left to do is to change the length of the note as it takes too long to play the tune at this point.

Thursday, 28 April 2011

Musical Gluttony Development

I've inverted the color scheme and set food to colors indicating the note that will be added to the tune. Having trouble getting the audio to play chronologically, which is affecting me writing the color flash of the worm's body as it will relate to the audio code.

Although not working properly, I've posted it on openProcessing here.

I am hoping I can email this through to Angela as I'm working over the weekend and I think the Uni doors will be shut by the time I can get there after. It seems I'll need all the time I can get to get this to a point where I'm partially happy with it.

Wednesday, 20 April 2011

Review of Gluttony

Points to reconsider are as follows:

Hurts to look at - try different color schemes (no flashing food)
Too gamelike - food should only spawn once the old food is eaten (and once the music stops?)
My noises are too cartoony - eliminate them and try to, instead, make the snake flash the color of the food and play a tone associated to the color.
As the snake grows, the tune will get longer (incorporating more notes).

Thursday, 14 April 2011

Interim Final of Gluttony

I tried a few ways to get visual feedback from the eat and explosion, but to no avail. I'll continue trying over the break. Also tried adding an image of grass to the background, but my sounds started getting null pointer exceptions. I'll have to play around with it a bit more. I've settled with a blue background for now.

Project 2 Development


I've continued developing my code. Adding the fluid nature of the worm (rather than the blocky one I had when he got large), I've done a little experimenting with colour of the food. I got sound working for eating, moving and the explosion (when he eats too much and resets). Left click spawns a meal. Holding right click keeps spawning meals. I still need to work on the graphics (the worm, the food, the background etc.) and also for when he eats the food (perhaps a closing pair of jaws over the whole screen for a sec) and the explosion (something similar to the jaws but with smoke).
One final thing I want to add (maybe,) is, having the food run away slightly (to make it a little bit entertaining). Also need some sort of music file activate when worm is close to exploding (to build tension but also let user know something will happen soon).


Links to openProcessing.

Wednesday, 13 April 2011

Project 2 Development

Finally making headway! Tim helped a bunch. Figured out my massive strokewidth was the reason fill wasn't visible. Also now understand how to remove the 'food' I was trying to get eaten. Now i'm back on track and should be able to get this done in time. :)



Here's a screenshot of how it's coming along.
Not too bad considering I only started this one on Wednesday 13th.

Major Trouble!

I seem to be unable to pull coordinates from objects on an ArrayList.
Also - Too many problems encountered with my puddles. With time as restricted as it is I'll have to try a different concept, so...
Putting the puddle code on hold, I've had a go at my other concept (the Gluttonous Worm). I seem to be having the same problem with this one too! Sitting here at the extra tutorial, I'm hoping there is time for help from the tutors, but the room is awful full and only 2 tutors, so I'm probably wishing with false hope, but I'll wait. If i dont get help, I'll have to make a completely new code and it will unfortunately be a lot simpler. :(

Friday, 8 April 2011

Puddles Development

Going from just one class to multiple has made things more interesting.
I've tried having a seperate class for the character (stickguy at this time).
I'm going with arrow key controls for now, just till I get it running better.

Then I started trying to get the puddles to generate randomly when executed, but stay like that until the program ended. Had a bit of trouble, but nearly got there. Ran into the problem of trying to detect when my character's feet touched the puddles.

I experimented with a lot of the ideas I mentioned previously, but the easiest way I found was generating 10 circles close together, looking sort've like puddles. I ended up with a class for the parts within each puddle as well as a class for the puddle itself, on top of the stickGuy and the main class.




 I got to this point (for some reason my guy stopped spawning in the centre of the screen), and then had the problem of nothing clearing the screen when  my char moved (making the blur in the pic to the right).

Finally I tried restarting to try it a different way (using a square with a shadow as my char).
It felt like I was going backwards. I changed the movement to click where you wanted to go.
It was supposed to slowly 'walk' there, or if held and released, 'jump' (height based on click length) there instead. This got tricky and I ran out of time. It was supposed to make wading noises going through puddles or a splash based on the height of the jump upon impact.


Tuesday, 5 April 2011

Project 2 Development

Going with the puddle idea, I've been thinkin of several ways to explore this.
1 - Just having puddles that splash as the character goes through them (either by directional arrows or by following the mouse)
2 - Having rain that comes and resets the position and size of the puddles
3 - Being able to jump. The higher the jump, the bigger/louder the splash and visual splash. Either by space bar held down and released or the same with mouse click.

I'm thinkin that having the character 'jump' would be the best for interaction. After re-reading the brief, I realise now that it has to be mouse click orientated, so a click will make the character walk/wade to the click position. If the click is held, then released, the character will jump to said position with height relative to the length of the hold.
For this to be more effective, i think i will need to use a shadow, as my character may disappear off the screen. :)

The next problem is the puddles themselves. I want them to be rounded like a real puddle, but this may be something to work out later. Also need animations for the splash and ripples of some sort for visual reference to wading through them.

perhaps using a combination of  Lava lamp, Metaballs and Blob out for the puddles.
and for the characters motion: Ball physics ? for the collisions (sounds): Collision Detection, Bomb drop and Pong.