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DRAFT: This module has unpublished changes.

The Final Build:

 

The final build was a little bit of an adventure to get from the last integration check, but that was par for the course later on in the development process. All of the artwork was pretty much in place, and a lot of the functionality had been implemented. However, the button class didn't really work with a camera button and I really didn't want to write another class at this late a point in the project, but I wanted functionality. 

 

To that end I ended up slicing up the sprite sheet I'd made for the button, and rebuilding it to always look the same. I then made another button that would never return anything and stuck it in the same spot as the camera button. To give a <screen shot> <button change> <pause> <button change> series of events I added a logic statement to the draw() method that would draw the button for the dummy button rather than the real button for a set number of frames. That took care of that issue.

 

Next, I added sound back into the Android version thanks to the Maxim library. That was a lot of fun.. Maxim is a lot like Mimim but... it has changes. If you run the android version you might want to play with the .volume() settings some before you build.. they come in lower then I initially thought.

 

That made the Android version nearly as functional as the PC version. The only functionality change I am looking to add in the future is figuring out a way to get a sub-image from an image on Android. While I'm sure there's a library for that someplace, I can not do it at this time.

 

I also tested the Android version with the ability to make it's own directories and all that, it works, and the Android will acknowledge the files exist in it's picture viewing app.. but I did this in something of a brute force manner, I think, and it often takes a pause after exiting the app before they show up. 

 

The PC build exported just fine to Web, once I compressed all the helper sketches into the main sketch. I think this will save screen shots to your temp folder in your browser... but I haven't had a chance to check. It can be found either at the introduction section or here:

Web Monster Draw! 

 

Additionally, the .jar file that the export generated will work just fine as a stand alone application on either a Mac or a PC with anything like a recent update of Java, and does not need to be ran out of processing. It will save screen shots to the directory in which the .jar is placed.

 

That can be downloaded here:

Java Jar Build Monster Draw v1.0

 

And the Processing project folder can be downloaded here:

PC/Mac Monster Draw v1.0

 

The Android version will at this time need to be compiled to your Android device though Processing. I have a quick and dirty explanation in the instruction as to how you'd go about doing this, but the official version is located on the Processing webpage.

 

The current Android build Processing folder:

Android Monster Draw v1.0

 

Finally, this entire writeup can be found in a text document here (please note that the intended version of viewing this write up is on the web, the text document does not have the functionality or gloss of this web-based writeup):

 

Final Project WriteUp

 

I thank you for taking the time to review this project. There's a lot here, but it was a big project to work on. I hope you enjoy MonsterDraw, and if you'd like to know more about it's future, I plan to continue to update this page once I get back to work on this project.

 

-William

 

 

 

DRAFT: This module has unpublished changes.