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Diosamblet
01-30-2011, 04:38 AM
Today I published my first level, which is really more of a toy. I call it The Doodler; It's an 18x18 RGB pixel painting application.

http://lbp.me/v/w6s0kk

I've been working on a "real" level, and while I was toying with the mechanics of my creatinator-based gadgets became curious how analog signals work. I've mostly been discussing LBP2 on another general forum, and someone directed me to rtm223's excellent logic blog articles on the subject. Then someone mentioned they'd made an RGB pixel block (I had been considering doing this myself) and they were sad there was no application for it because making a logic system to control them on a large scale would be extremely complex.

So, I was inspired to find an elegant solution. Analog to the rescue! The final breakthrough that allowed me to complete it was lifted almost directly from rtm223's blog, so I thought it best to discuss the resulting toy here.

Each pixel is controlled wirelessly. This method means the pixels can be rearranged in any way, and will work out of an emitter, and so on. I plan to use the same techniques for making puzzles in my "real" levels.

Once I realized that the majority of the thermometer space was being eaten by the graphics involved and not the electronics, I decided the next version will have a simple three-frame animation system, as well as an eyedropper utility to change the buffer to match a nearby pixel (otherwise matching colors closely is very hard with analog controls).

I also need to either make a more intuitive control scheme or provide a decent tutorial. Probably both.

Diosamblet
02-01-2011, 07:59 PM
I published version 2.0; It has all the things I was hoping to have in the second version, including a tutorial, animation system, and an eyedropper tool. The animation system ended up being a bit more of a memory hog than I expected, so I had to shrink the screen a little bit. I may be able to fix that later with some optimization. The eyedropper tool actually ended up being better than I expected, because I realized it was easier to create a combination eyedropper and swatch system than an eyedropper alone. Weird, that.

I thought I was finished for a good while, but over the past few days I've had some twisted ideas about how to make use of the design's strengths. Part of that strength is the ability to use emitters to produce the array, which uses much less memory when dormant. This way I can switch out painting modes, like adding a high-res B&W sketcher option, or a whole new style of animation I'm thinking about trying, or maybe some game modes.

Edit: Last night I published v2.2. This includes several community suggestions like camera control and a brush size tool, as well as a clear button which erases the board and starts over; this paves the way for the next step, which is adding new drawing or play modes. (2.1 was a minor update with some logic optimization and adding a "boot sequence" to make it a little more obvious what the device is all about)

I think I'm going to spruce the level up a bit, add some more bouncy fun bits to the outlying areas (because who doesn't love bouncy fun, really?) before I work on additional drawing modes. Trouble-shooting new features gets dry after a while.