Sunday, March 6, 2016

RGB LEDs/LED Matrix projects

I've decided to take some time to pursue a lot more visual projects, including playing with RGB LEDs and LED matrices. I won't disclose what project this is for at the moment, but here are some demos. Links to github in the video descriptions:


RGB LED color and frequency:


LED Matrix Piano Scroll



LED Matrix of Flowey's Face from Undertale.

Bonus: Megalovania practice at Percussion Ensemble



Sunday, January 3, 2016

Unity Project Sprint 1 review

Over the break I began to pick up working with Unity again.
I had played around a little with it in May, but it took a while for the architecture to sink in.
Now largely avoiding the mistakes I made from my first attempt, I've applied the agile methodology to my work in order to a small and concise sprint jammed full of tasks to complete over the break. Here is the summary of everything I accomplished:

Sprint I:

  • Get working spritesheet for player standing/running
    • Find sheet.
    • Make Unity friendly.
~Player sprite transparency
  • Working character script for player standing/running
    • Create animations from spritesheet.
    • Create organized animation controller.
    • Write C# control script.
~Duplicate Inputs still problematic
  • VR mission tileset
    • Find sheet.
    • Make Unity friendly.
~Moved to Tiled, but these resources can be generated from the GameObject tileset!
  • VR mission scene
    • Make prefabs of all tiles.
    • Investigate combinations of tiles.
    • Create static map scene from
~Artifacts from Tiled2Unity sometimes.
  • Camera Controls
    • Following Camera.
    • Camera Zoom in/out
    • Camera Slide
~Camera Pans are instant, not smooth.


For now, most of that can be summarized in this image. Eventually I will get some video capture for my youtube channel.

Currently the player character correctly idles and moves, and forms appropriate collisions with the training level, created in Tiled. In addition, the camera follows the player, but can be zoomed in and out, also panned in each direction.

In red you can see some of the issues I ran into in each of the tasks. They have been applied to a backlog and polished later, but the priority for now is to continue to add new content until the project resembles a full game.

I'm returning to work shortly so I'll likely save the next sprint for whenever I'm feeling motivated and have more time. It's been a blast working with it so far though!







*These assets were taken from Metal Gear Solid: Ghost Babel, a Game Boy Color title, for lack of any assets of my own. Full credit to Konami and that team for the sprites.