“Last fall, Michigan Tech offered a new course: Open Source 3D Printing. Students pay an additional $500 course fee for the components and tools
necessary to build their own MOST Delta RepRap 3D printer,
which they then use for the course. At the end of the semester, each
student keeps the printer they built and modified. The 50 seats for the
class filled immediately.
The course essentially distilled the RepRap ethos and formalized it as an introduction to distributed additive manufacturing. We used “Open Source Lab: How to Build Your Own Hardware and Reduce Research Costs”
as the textbook to cover the material from an engineering scientist
perspective. The course covered the hardware, firmware, slicing, and
printer controller software for operating and maintaining the device—all
of which are free and open source.
Next, we got into the nitty-gritty of the class: designing hyper-expensive 3D printable scientific equipment. We used the methods
outlined in the textbook. As previously covered on
Opensource.com, labs can save enormous sums of money by 3D printing
equipment. Students formed teams with at least one graduate student per
team so that they had access to campus labs. Then they did a
commissioned assignment for another professor, designing everything from
vortex mixers to shadow masks for semiconductor research. We used the NIH 3D printable repository and GitHub (as NIH only supported publishing the STL but not the
source). Again, the abilities students demonstrated when they were given
the freedom to innovate in open source space was impressive. You can
see their work and many more examples here.
Consider, for example, this customizable face plate designed in
OpenSCAD, which a student group designed for an electrical engineering
professor. The students designed all of them, and now even novices can
choose their ports, position, and rotate them into place.”
“Hey kids, you gonna make a game tout seul using RedWire! Topic’s ‘machines’, so have fun.”
*but not in the good way*
Code. Tout seul. Even though RedWire is all about cannibalizing other people’s games, if you just can’t get your head around what is syntactically possible in code, no amount of drag and drop may help you.
My pessimistic self is adorable.
In the end I decided not to aim for
with a) exaggeratedly nice graphics, since this would have been nothing but high quality procrastination, b) complex gameplay. First, I wouldn’t know how to do it, secondly, it would have lead to robots. And c) I totally didn’t want to make a robot game.
After some thinking I found the perfect primitive candidate for this game. It even involves a machine. It has two lights, red and green, that flash on/off, in random order. The player has to button the only button of the machine (see what I did there?), whenever both lights are lit. As often and as accurate as possible throughout a set amount of time.
Amaze. Such complexity.
I will aim for pixel art once more, since I’ve got a crush on them square cuties and I want to level up my game. I need two animated lights (red and green, both on and off) and one animated button (idle and pushed). I want to add a machinery kind of background, but this will be the treat once the coding is done. Otherwise I’ll spend my days pushing pixels instead of fighting the real fight. Concerning sounds, I will probably – if time allows it – just make stupid sounds and tune them using Audacity. Simple. Primitive. Beautiful.
Now for the fun part. Not.
With help from the RedWire authorities I obtained the secret power to randomize the light switching. The Boolean values for light on/off depend on the randomly determined values
and are switched every 600 ms (for now) via Limit Rate, saved as lastRefreshTime in RedWire’s memory.
Now for the even funnier To Do part.
I need to relate the Boolean values to the right sprites (false = off, true = on) for both lights and display them according to their values
I additionally want to create an output after the time runs out to give player feedback on clicking accuracy (kinda like a high score, since a friend of mine is very insistent about high scores and how they improve every game 8947581%)
FRANKENSTEINING YOUR GAME.
(aka “Parts I stole from others”. Long live open source.)
I’ve got a counter that adds 1 to the score on each mouse up. Eaaaaand I’ve got a timer, that counts down for a number of undetermined seconds (atm it’s 20 s, might be less in the end)
Of course I still have a couple of To Dos for these hijacked body parts, too.
I need to tweak the score counter to only count, if the winning conditions (lightA = true && lightB = true) are fulfilled, otherwise it shall not increase the score. Though my basic idea included to count the wrong clicks, too, to determine a percentage of reflexes, attention and perfect clicking.
And I would like the countdown to result in displaying some panicky “Badaaaammm! YOUR TIME IS OVER!” (relevance level 0.63)
Nah, well. At least I managed to change the colour of both score board and timer to the same blue the button has (yeah, that’s how good I am.)
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Nothing beats a nice figure drawing session to get back to the drawing board ! I’ll only post the two figures I’ve rendered, along with some steps. About 1h25 for the female; 1h45 for the male. It feels so good to draw again :D