Multimedia Design I is a class in the Digital Art program in the Department of Art. The class focuses on design issues, alternate forms of interactivity, computational aesthetics and getting the power of computer programming into the hands of artists.
Sunday, September 25, 2011
Thursday, December 9, 2010
FINAL PROJECT LINKS (Fall 2010)
Please post either a working URL or a ZIP file (if you are using XML) as a comment to this post.
Tuesday, November 23, 2010
Flash Filters: BLUR, EMBOSS, DROP SHADOW, etc
Here is a useful and simple starting point in getting Flash Movie Clip filters to work:
http://www.republicofcode.com/tutorials/flash/as3filters/
Here is a sample file:
http://pages.uoregon.edu/park/378/BLUR.fla
http://www.republicofcode.com/tutorials/flash/as3filters/
Here is a sample file:
http://pages.uoregon.edu/park/378/BLUR.fla
Tuesday, November 9, 2010
Final Project - Game and Data Collection Tropes
Consider, tweak, bend, break and/or show awareness of these ideas in thinking of your final project:
GAME OBJECTIVES
- timing
- speed vs accuracy
- collision detection/avoidance
- resource collection
- rts (tower defense)
- avoidance/timing (space invaders)
- physics – causality, distance
- puzzle – spatial or logic
- eye candy
- accumulation / reward system
- diversity of options
- reverse engineering / mystery
- music / sounds / creating content
DATA COLLECTION
- images
- news / RSS
- text language
- diversity of options
- music / sound / assets
- youtube rss
- judge importance / hits
- statistics (death/birth, stocks, government resources)
- Historical Data
- Open data
WATCH THESE
Some top notch work to to explore, filter through and learn from.
Interactive Projections: (Anthony Broom)
http://www.noupe.com/inspiration/15-amazing-interactive-installations.html
Interactive Projections: (Anthony Broom)
http://www.noupe.com/inspiration/15-amazing-interactive-installations.html
Robert Dubois' links:
Thursday, November 4, 2010
Cheat Sheet - EVENTS
Here are some common EVENTs to use in AS3:
MouseEvents:
MouseEvents:
CLICK :Used to detect mouse clicks.
DOUBLE_CLICK: Used to detect double clicks.
MOUSE_DOWN :Checks when mouse is pressed down.
MOUSE_LEAVE : Monitors when the mouse leaves the stage.
MOUSE_MOVE :Monitors when the mouse moves.
MOUSE_OUT : Monitors when the mouse moves out of the attached to object of the event.
MOUSE_OVER : Monitors when the mouse moves over the attached to object of the event.
MOUSE_UP :Monitors when the mouse moves up the attached to object of the event from a click.
MOUSE_WHEEL : Monitors when the mouse wheel moves, detect the positive or negative delta property for distance and direction moved.
*********************************************************************
Example Usage:
import flash.events.MouseEvent;
example_mc.addEventListener(MouseEvent.CLICK, yourFunction);
function yourFunction(evt:MouseEvent){
// Things Happen Here
}
************************************************************
************************************************************
Events:
************************************************************
example_mc.addEventListener(MouseEvent.CLICK, yourFunction);
function yourFunction(evt:MouseEvent){
// Things Happen Here
}
************************************************************
************************************************************
Events:
ENTER_FRAME :Executes a function on EVERY FRAME at framerate.
import flash.events.Event;
stage.addEventListener(Event.ENTER_FRAME, yourFunction);
function yourFunction(evt:Event){
// Things Happen Here
}
*********************************************************************************************************************************
Example Usage:
stage.addEventListener(Event.ENTER_FRAME, yourFunction);
function yourFunction(evt:Event){
// Things Happen Here
}
************************************************************
KeyboardEvents:
************************************************************
KEY_DOWN :Executes a function when ANY keyboard key goes down.
KEY_UP :Executes a function when ANY keyboard comes up after being hit.
KEY_UP :Executes a function when ANY keyboard comes up after being hit.
*********************************************************************
Example Usage:
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPressed);function onKeyPressed(evt:KeyboardEvent):void {
switch (evt.keyCode) // The "SWITCH CASE" statements
switch (evt.keyCode) // The "SWITCH CASE" statements
//are a form of "If Then"
{
case Keyboard.ENTER :
trace("Enter Key Hit!");
break;
case Keyboard.LEFT :
trace("Left Key Hit!");
break;
case Keyboard.RIGHT :
trace("Right Key Hit!");
break;
case Keyboard.UP :
trace("UP Key Hit!");
break;
case Keyboard.DOWN :
trace("DOWN Key Hit!");
break;
case 65:
trace("A has been hit!");
break;
default :
trace("keyCode:", evt.keyCode);
}
}
************************************************************{
case Keyboard.ENTER :
trace("Enter Key Hit!");
break;
case Keyboard.LEFT :
trace("Left Key Hit!");
break;
case Keyboard.RIGHT :
trace("Right Key Hit!");
break;
case Keyboard.UP :
trace("UP Key Hit!");
break;
case Keyboard.DOWN :
trace("DOWN Key Hit!");
break;
case 65:
trace("A has been hit!");
break;
default :
trace("keyCode:", evt.keyCode);
}
}
************************************************************
In Class: split() and some very dynamic text
Class: November 4th, 2010
We will be exploring a couple more ideas before forging ahead into projects:
• using split() to put text into arrays quickly
• Exporting custom classes
• MOUSE_MOVE tied into rotation and rotationX
• getChildAt and addChild (finding children you added)
• numChildren to see how many kids an MC has
And surely we will reiterate and reinforce some ideas earlier discussed in class.
Subscribe to:
Posts (Atom)