Question mark should auto-clear
Reset question mark on each question
Reset formula every time you enter scene (from the front or the back)
Check for possible rounding error
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Part 1: 10% of 1100
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Thursday, March 25, 2010
Wednesday, January 20, 2010
Box2d exploration log
Diving into PhysTest
- I want to make a sandbox with just bricks (done)
- also played with friction, density and restitution
- Diving into TestBed
- Examining mouse interaction (unfinished)
- Playing with gravity (making a wind variable, made it random - cool hurricane effect)
- Got the double mouse object working on first try! Will need to get it going on the true left and right sides (not x+/- 1)
- Played with unequal forces on double mouse
- Got double mouse using world 2
- Coin stack is working, not perfectly happy with the usability. Played with friction and restitution but was unable to find the feel that I wanted.
- Continued to explore coin stack example in terms of application in the simple interest pedagogy
Saturday, January 16, 2010
Post Interest Development
Review: Animation
The Flash CS4 IDE could not handle a timeline with 20 layers and 4000 + frames of basic animation (including blurring etc, but limited to a 1 to 6 objects on the screen at once, often simple text). This lead to sever slowdown and general unpleasantness in the editing process, specifically, there would be a 2 to 5 second wait time on every click before getting a response, thus actions took 5 times more time and focus/flow was lost.
The solution I found up to this point is to limit the length of animations contained in a single scene MC. This can only be done up to a point, but often, scenes will be lumped into the same clip so as to have the highly fluid transitions which are part of the Anifow style.
I am also considering implementing a code-based animation approach similar to what was used at AME learning. The limitation of this approach is that animations become very basic and it become difficult to creative do anything with them. It taxes the imagination in an unnecessary and trivial way. I am now at the thinking that this is not an option for a stylized course such as this. The main advantage of the code based animation approach is in the navigation of the lesson in editing mode.
One of the huge benefits in timeline-based animations is the ease of sequencing. It is easy (yet tedious) to shift the entire animation by whatever amount when making minor changes. This is very useful for creating basic animations first and then bringing in the voiceover audio for syncing.
Process Improvement
A lot of time was wasted in stretching the animations to the appropriate length to encompass the entire sound. Why don't I have something that tells me exactly which frames to select to make this shift in one shot? I'm building that improvement today.
Process experiment
With a well thought-out plan for the brief module including the building construction example (additionally, you have all of the images available). Animate and code interaction in 1.5 hours. If this fails, try again from scratch, using a new technique.
The Flash CS4 IDE could not handle a timeline with 20 layers and 4000 + frames of basic animation (including blurring etc, but limited to a 1 to 6 objects on the screen at once, often simple text). This lead to sever slowdown and general unpleasantness in the editing process, specifically, there would be a 2 to 5 second wait time on every click before getting a response, thus actions took 5 times more time and focus/flow was lost.
The solution I found up to this point is to limit the length of animations contained in a single scene MC. This can only be done up to a point, but often, scenes will be lumped into the same clip so as to have the highly fluid transitions which are part of the Anifow style.
I am also considering implementing a code-based animation approach similar to what was used at AME learning. The limitation of this approach is that animations become very basic and it become difficult to creative do anything with them. It taxes the imagination in an unnecessary and trivial way. I am now at the thinking that this is not an option for a stylized course such as this. The main advantage of the code based animation approach is in the navigation of the lesson in editing mode.
One of the huge benefits in timeline-based animations is the ease of sequencing. It is easy (yet tedious) to shift the entire animation by whatever amount when making minor changes. This is very useful for creating basic animations first and then bringing in the voiceover audio for syncing.
Process Improvement
A lot of time was wasted in stretching the animations to the appropriate length to encompass the entire sound. Why don't I have something that tells me exactly which frames to select to make this shift in one shot? I'm building that improvement today.
Process experiment
With a well thought-out plan for the brief module including the building construction example (additionally, you have all of the images available). Animate and code interaction in 1.5 hours. If this fails, try again from scratch, using a new technique.
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