Circuit Breaker Process Updates

Not much happened. Here are some small scale mockups I made to visualise the pattern to cut on the actual piece:

I used Illustrator to create some patterns. Yet to really test them out properly but I’m planning to trace these out on drafting paper (which I forgot to bring home 🙁 ) and test them instead of testing them on the actual PVC leather first because its EXPENSIVE.

Chest piece
Shoulder piece and mask
belt
Hood and eyepiece
Neckpiece

Here are some progress with the shiny PVC leather:

Hi yes I’m wearing the Mcdonald’s pyjamas

I only managed to make a mask. Put all the electronics on it and it works! Video is on my final post.

Electronics

I documented before but I’ll reiterate.

I used a code that brings info from AirVisuals, an open source API that lets you collect info from the internet.

This code collects the data
This code prints the data out for me to see its values

It works, but as weather is always consistent, the results may not be the most exciting for a fashion show. As such, I created a virtual button on Adafruit.io to toggle the effect from “green” to “red”. Green represents healthier air quality, while red represents dangerous air quality.

Servo motor code
Code for virtual switch to work on my device

Final setup:

More to be done… This is only the main part. The motors will be on the chest piece, and I need 2 more pieces of LED strip for the shoulders.

The LED light here is for the arms, and I also need 1 more piece for the arm.

I already have the materials so I’ll continue working on it over the sem break or even, if I need to continue after sem starts.

Adafruit.io interface showing the values of pollution, temperature, and the switch position

For concept updates and all, see final post.

Guit4r M4st3r

This is my game, Guit4r M4st3r. Here is the opening page!

Upon pressing spacebar, you’ll move to the instructions page, which guides you through the gameplay

Pressing the spacebar through the instructions page will lead you to the game play, which starts at a countdown:

 

 

And then the game begins with some lit metal music

 

The player has to move QWERTY and ASDFGH to control the fingers on the string. The top row being the keys to move the respective finger up the string, the bottom row to move down. After some getting use to, the player will be able to master the technique to control.

The player have to match the “fingers” (yellow circles) with the faded yellow circles and press spacebar at the cyan part of the bottom bar to score points.

 

 

Otherwise, you get an”Uh-Oh’ and lose a health!

The overall gameplay will be somewhat like AuditionSEA, but with more buttons to press and only one speed (p.s. the speed increases over time from 1.0 to 1.6 so as to add difficulty)

Once lose, you will get a gameover page, which you can see your final score, and if you press spacebar, you will restart the game

The whole idea of the game is inspired by difficult arcade games like Flappy Bird. It is meant to be simple, though hard to play, and frustrating, but addictive. Like Flappy Bird, once the player masters the technique, the game becomes so easy that getting by is no longer the issue, and scoring the high score becomes a chore.

The aesthetics of the game is quite close to Flappy Bird’s, and even the font is from the game. I do that to draw the similarities between both arcade games.


 

I encountered some problems during the process of making the game. Most of them are solved, and one of them is a major one that involves me restarting the game.

Basically, the whole code would not reset my array that makes the program say “READY, SET, GO!” when i restart the game after dying. After a long time of figuring out, I finally understood why. I just needed to move a bunch of code to a different place and it worked.

Other minor problems are just me jumbling up my gamemode values which took me a long time to fix, although it is a simple problem.

One major problem that still exists now that I cannot fix is that, if I were to restart the game after gameover, the game will instantly cause an “Uh-oh” and lose a health. No matter what you do.


So I have reapplied what I learnt this term onto this game. One major take away is something that I discovered on my own (and i’m proud of it!). It is that we can control the game base on variables that are not visible on the screen. Things like ‘gamemodes’, ‘counters’, and ‘timers’ which I used extensively to make everything work with as little mess as possible. 1 value can control everything.