Re: [livecode] Kung-Foo Bar: Unconventional Interfaces for LiveCoding

From: Kassen <signal.automatique_at_gmail.com>
Date: Sat, 5 Jan 2008 23:10:57 +0100

On 05/01/2008, Dave Griffiths <dave_at_pawfal.org> wrote:
>
> Kassen, do you have a link with some pictures of this - it sounds good!


There are no pictures of the program. Intentionally so, there is no
graphical interface beyond ChucK confirming it has found three HID devices
(my yoystick and two Beatmania toy turntables) and some remaining debug
messages. This is quite intentional, more on this below.

Extremely early in the design process it looked like this;
http://farm1.static.flickr.com/139/328980596_0ad19ccdd2.jpg?v=0

Later; less hair, more controllers, more beer;
http://farm2.static.flickr.com/1058/1234501402_e93ef54114.jpg?v=0

Finally this has so far resulted in this;
http://bottomfeeder.ca/top/vinger.3gp

(yet less hair, yet more controllers.)

Sadly this is a "difficult" movie format, one so difficult I haven't gotten
it to convert. RealPlayer for Linux plays it for me. It's also a very dark
recording made using a phone. you can't see my screen but then again; I'm
not looking at it either except to switch songs.

All of the music is 100% improvised.



> An incredible amount of work goes into designing gamepads - the
> dualshock is such a good design, there is a reason it has changed so
> little in years. I use a cheap dualshock ripoff one with too many
> buttons (I try to only the 4 on the right hand side)


Yeah, it's cool. I hope somebody hacks that tilt sensor in the new PS3 one
open for HID usage.



> *visual feedback is quite over-rated.
>
> I think it's useful to begin with, but after a while it's not needed.


I forced myself to live without it, for 8 steps (I make it into 16 with some
cleverness) house-like music this is likely less of a issue then for
Beta-blocker....


One thing I'd like to try is use the vibration - I haven't got a driver
> that supports it yet (at least through oscjoy on linux) but it's
> something I want to look at.


Yeah, I use small sounds; clicks and turntable scratch stabs and so on,
depending on the sound-set. If the current step lines up with the direction
of the joystick the sound triggers. Quantisation is for free here so my
"interface" goes into the main mix.


I once had to design the force feedback for a game - I picked different
> parameters, health level, exposure, damage, pickups and triggering the
> different motors at different speeds - it adds a lot to the feel of
> play.


Yes, if done well. I didn't play yours but I'm quite taken with the Silent
Hill series, they get sound right as well.

Sometimes it's done badly, then I turn it off. I'd also like to see more
interaction between motion sensors and vibration, for example a scene where
the character is carrying a expensive vase or stack of plates, the joypad
might vibrate with the player having to steady it. This would make the
player a part of a loop in a very physical sense, this could also be
exciting for musical instrument design.



> I'd like to submit a challenge - indy games development competitions are
> often run with certain restrictions, one of the more famous being the
> one button game.
>
> Is it possible to write code with one button only?


I don't know about code but I do -since a few weeks- have a one button game
design on the shelf that me and a friend would like to turn into a flash
game. Hope you understand I'd positively love to talk about it but will wait
until it's done.


Rez springs to mind...


Oh, you're not the only one I stole from! :¬)

Speaking of Dreamcast cult games;
http://audicle.cs.princeton.edu/doc/faces/ccr.html
 ChucK ChucK Rocket!

Maybe oft-entered sections of code would become recognisable as
> melodies...



Some time ago I suggested that our "miniAudicle" ChucK editor could be
running a chuck program that would listen to the keyboard for brackets and
sonify them using one type of sound per bracket, opening brackets would
increase the pitch on a scale, close all brackets to return to the root (and
never use backspace or delete to avoid mucking up the naive implementation).
I didn't implement this yet.

Maybe the Fluxus editor could use this? There's certainly no shortage of
brackets and in my naive Fluxus experiments I certainly experienced that
soothing "return to the root note" calm once all of them were closed again!

>Just to add to this a little bit - I think I'm not completely off track
in saying that computer music is sometimes criticised for being too
cerebral. I think this can largely be blamed on the input method. None
of this is particularly new, I think Eno was saying this ten years ago,
"bring the muscles back to music" or something.

If you haven't already you should look into the work of Michel Waisvisz
http://www.crackle.org/

He specialises in this.

>A lot of people tell me that al jazari looks fun because you could make
electronic music on it drunk. I think this is also incredibly important
somehow, but I haven't thought it through properly yet...

This was one of my main design criteria; it has to be playable after a
6pack, in pitch dark while somebody is trying to talk to you. I found that
to be important criteria after playing some amount of live gigs but if you
still doubt I will be happy to buy you a few drinks in the name of science!

Cheers,
Kas.
Received on Sat Jan 05 2008 - 22:11:13 GMT

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