Showing posts with label #Proj3. Show all posts
Showing posts with label #Proj3. Show all posts
Thursday, 18 October 2012
Wednesday, 17 October 2012
DSDN142 - Final Images
The images show the merged code of the water drop and the water ripple. When a drop of water falls past the top line of the water, ripples are sent out across the top of the water. To make it more confusing and interesting at the same time, the water has been flipped upside down, so gravity is reversed and the water drops fall up. This means when you click on the white, water driplets fall up to the blue area. The interaction is the way the water moves when you 'drop' the rain drops.
DSDN142 - Creating the water
When i went home for a funeral this past week, i managed to catch up with my brother, who had done computer science for three years. He helped me out in some code that i was stuck on that would create the wavelike interaction that i was looking for. The code i had create was rubbish. Long, cluttered, some things weren't even necessary. He helped me to tidy it up and make it a lot shorter and precise, and also remove the need to have the block rectangles. Now there is a flow through the water that can be manipulated by dragging the mouse with the button held down or sending out a ripple to either side by clicking in one spot. Also, larger ripples are sent out to the side when you drag the mouse upwards. (Shown in the images above) One issue that arose from this code that im unsure how to fix, is that the screen will go crazy if dragged to far (left)
Monday, 8 October 2012
DSDN142 - Wave

The idea of my code has changed slightly. I am staying with the water and creating the waves etc, but to simplify it and give it an overly simple appearance i decided i could use rectangles with no outline instead. Each rectangle would move depending on how the mouse is moved. For example, the first image shows that if you move the mouse from side to side under the water lever then it would create a wave.The second image shows that if the mouse is moved up, rectangles will flow out as if a ripple is sent out each side. I could possibly add in later the more and faster you go from side the side the larger the waves get.
To get this effect it involves create an array list with a lot of horizontal spaces. Each space in the array needs its own movement depending on the mouse position also. It could involve a lot of work.. potentially.. But it has a more solid interaction than the dripping work i have at the moment, which is a lot more control than interaction.
Tuesday, 25 September 2012
DSDN142 - The beginning process

After a long time of coding and some help from people, i managed to code it so that each drop hits the top of the water and the water level rises. After discussion with Angela, the idea of making a jar that is filled up with the liquid arose.
The jar is shown in the images below. The code to make the water not go outside the jar was averagely complicated (making an if statement with 4 different things inside the squiggly brackets). The issue arose of the water droplets falling off the edge of the page and resetting, falling from the top of the page and gaining speed. This repeats again and again and makes the image confusing. This is shown in the image at the bottom.
Sunday, 23 September 2012
DSDN142 - Water and Dripping
The top most images show the movement of water drops, in a similar pattern they fall. This was an adaption of the code Steven created, modifying the way they fall, the buttonPressed style, the shape of the image and the bounce that was there. The drips fall off the edge of the page now. I intend to combine it with the basic code that creates the wave shown below, and as the drops fall below y = 500 the wave rises, as if the water drops fill the water wave at the bottom up. The basic code that is about 5-10 lines that creates the wave comes into some problems with the rain drops rain. The bottom image shows the problems that arises. The drops aren't shown when the click occurs. Also, the colour used for the water drips disrupts the wave. This makes a difficult interaction between the two.
DSDN142 - Fire
This is images of a code i found on OpenProcessing that uses fire. The movement of the mouse determines a path that the fire follows. This has a good effect and looks impressive but my skills at creating code is not up to the level to make something like that.
DSDN142 - Playing with ice
This is the processing code that is similar to the shards made by the ice, the fly freely and upon click they change colour and begin to swarm quickly around the mouse.
This is just playing around with the coding processes we newly learnt. A random path is generated for each of the diamond ice shapes and upon click the random generation is smaller and spirals in a specific area around the mouse.
DSDN142 - More influences
The last nature inspiration i took was the appearance of icicles and ice. The jagged solid shapes of this in comparison to the flow of fire and water creates an interesting appearance. The top image shows the hanging icicles from a cave entrance, which makes the long tendrils that appear dangerous and static. The bottom image is the shine through ice from the sun, which has a wet appearance despite its solid feel.
DSDN142 - More influences
Another influence i took from nature was the appearance of fire and the glow that come from the flames. Also the tinge of a setting sun, the orange glow that appears from that, which is shown in the images below. The top image shows the comparison between water droplets and the glow of a setting sun. That contrast makes for an interesting appearance. The bottom image shows the glow and appearance that fire can have, as it crosses over itself again and again.
DSDN142 - Influences
After thorough consideration, i took great influence from nature and natural materials. The movement of water was a great influence from nature. The appearance of drops and the flow of water will be used in my processing designs. The top image of the water footprints show the way water can form into shapes and drops. The bottom image shows the flow of water when it is full, and the bubbles that form under the surface of the liquid.
Sunday, 17 June 2012
DSDN101 - The Clip - Storyboard as standpoint
Technology through gaming has developed an extreme amount in
the last decade alone to create more realistic gameplay and graphics. These
developments make the game appear life-like and easily relatable, which can
manipulate the newer generations’ actions.
Games with
realistic appearances such as Grand Theft
Auto have been attacked countless times by parents and news reporters,
stating that the games contribute to aggressive actions and extreme violence
such as 18-year-old Devin Moore’s “cold-blooded shooting spree” (Morales, T
2009). The violence in games contributes and greatly affects the newer generations’
actions.
![]() |
| Grand Theft Auto Screenshot |
Furthermore,
cheating in games is a frequent occurrence that is seen. The newer generation
chooses to take the easy way out by putting in codes that affect the game
greatly, making it simple to complete. Such codes, no existing in the real
world, affect the choices and outcome of the new generation.
The
standpoint taken is to use a new way of seeing the world to create a life in a
game that is as real as normal life. But the drawback to this is the gaming
world taking over the lives and minds of young generations. By twisting the
appearance of basic games, the character can interact with the life and coin
bars, changing them however they like by ‘cheating’ and adding aspects that
make the game itself unrealistic and falsified.
By removing the factor of
violence from the stop-motion, the outcome results in a cheerful game that is a
lot more similar to older games such as Mario or Donkey Kong (These games still had a minimal amount of violence. A person would destroy a bomb or a mushroom etc. which removed the realism). Therefore, by
having an 8-bit appearance, the stop motion can relate to games older
generations played also.
Morales, T. (2009) Grand Theft Auto Under Attack. CBS News, CBS Interactive Inc. retrieved from: http://www.cbsnews.com/2100-500172_162-708794.html
Arnold, D. (2011) Violent Media and Aggression. David Arnold's AmSt 475 blog retrieved from: http://dtarnold.wordpress.com/2011/03/03/violent-media-and-aggression/
DSDN101 - The Clip
Final Stop motion for the gaming aspect of Media design
Wednesday, 30 May 2012
DSDN101: The Clip - development shots
Sunday, 20 May 2012
DSDN101: The Clip - Test Video
Thursday, 17 May 2012
DSDN101: The Clip - Defined brainstorm
Wednesday, 16 May 2012
DSDN101: The Clip - Brainstorm
Sunday, 13 May 2012
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