GMU:I and my Max/Felix Geith

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UPDATES

27.01.2020

The patching is done. The game works so far, as far as I know there's no bugs left. The interface in presentation mode isn't finished yet, same as the tutorial text / documentation in the patch.

Bildschirmfoto 2021-01-27 um 16.04.41.png

The patch can be found here: File:Game Demo 2701.maxpat It doesn't include any external data or contents.

This version of the game is called "Catch You If You Can", and it meant to be played with five piezo mics and a slider on a OSC mobile application. To use this you need to setup the OSC connection as well as the Arduino-Piezo connection. So I included a [pictslider] object and five [bang] objects to simulate these setups and make it easy to test the game.




13.01.2020

Well, I've made a point. After multiple weeks now trying and thinking about the water sensor and the fact that its data flow is just too undynamic and unstable to really have an impact on the game, I made a cut and a change of plans.

Well, I stayed with pressure caption, and the fact that the other data impact of the game will come from a different source than the first players control data. To have a game that's not functioning on just one console or interface, but tries to draw a line between diverse interfaces.

On one hand we have still have the OSC control via Smartphone, that controls the first player. On the other hand (literally) we now have some piezo sensors that collect pressure data from each finger. This gives us two opportunities. We use this new data input to control either the opponent or a second player. It would be amazing if there were both possibilities to choose from.

This far I have arranged the piezos on my table, and connected them to Max. So far only with breadboard action.

Piezoo2.jpg

Piezo1.jpg

This runs through the arduino and gives us values roughly between 0 and 1000. With this arrangement on the table we have some little data hysteresis I want to get rid of. Also I want the piezos to have a minimum pressure to be used to trigger the patch, so that positioning the hand isn't that much of a problem. This can be archieved with the [past] object, which bangs when a certain value is reached and passed by, but just in the upwards direction, so this is perfect for me.

In the patch below we can see the serial connection receiving the data from the arduino. To display the input I used a [multislider] object.

These bangs now can be used to control the pixels that are the enemies in the game, to control for example the position where they get "spawned", which is now controlled by random.

They can also be used as position control for a potential team player mode.

Anyways, I'll have to get back to fixing the multiplayer problems I have. It works so far, but the pixel control has a bug that I haven't solved yet.

I'll come back for updates!



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