Showing posts with label #Proj3. Show all posts
Showing posts with label #Proj3. Show all posts

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

https://www.youtube.com/watch?v=umxkb03qISg&feature=plcp

Final Stop motion for the gaming aspect of Media design

Wednesday, 30 May 2012

DSDN101: The Clip - Developmental shots

A stage of the pixelation from the GameBoy

DSDN101: The Clip - development shots

Loading screen for the game after the GameBoy pixelates the world. On the GameBoy chip there is subtly written "A New Way of Seeing" which is written here as well. This connects the game that was put into the machine to the loading screen.
This is the basic setting of the game. There are no curves and all the shapes are made form square blocks that makes it appear 8-bit. The flat 2-dimensional appearance makes it appear old and 'retro' while assisting in the side-scrolling theme.
Further to the side, when the view pans to see the world around the character. A orange/red mushroom monster hops around, creating a obstacle for the character to get past. The gap that the character will fall down is shown.



Sunday, 20 May 2012

DSDN101: The Clip - Test Video

Short tester video for the style and techniques that will be used in the stop motion animation "The Clip".

Thursday, 17 May 2012

DSDN101: The Clip - Defined brainstorm

This is a detailed brainstorm on the Gaming style, which i chose to base my clip on. It looks deeper into the 8-bit and 2D side scroller style and has precedent images of both, as well as some interesting quotes that detail the gaming industry.

Wednesday, 16 May 2012

DSDN101: The Clip - Brainstorm

Individual brainstorm researching into Animation Style and Game Style and the aspects that are involved in those styles. The idea of a two dimensional side scroller that has a Mario style theme was the most ideal, using programs to modify the person into a pixelated 8-bit character. This creates a style that is easily interpreted as Media design. The quote, "New way of seeing" is symbolized through the character seeing the world in a two dimensional way.