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Sue Parler
New Jersey, United States
I'm currently in my 32nd year teaching at DePaul Catholic HS in Wayne, NJ. I teach Game Design, Cryptology, and Spanish -- yes, it's an odd mix -- even I admit it. I am the IT Coordinator at DePaul Catholic as well, which means I manage the network, the student information system, the website, and the 900+ computers in the building. Yep, keeps me busy.
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Sunday, October 24, 2010

PostHeaderIcon FV_AR Pitch


A part of my AR Project is to encourage teachers to better utilize available technology.  Here's my pitch:

Saturday, October 23, 2010

PostHeaderIcon PE6_Unity and MonoDevelop 3



Well, I'm still working on Penelope, but in the meantime, I've at least discovered something that I  understand 100%:  Blocking volumes -- well, that's not what they're actually called in Unity, but that's what they're called in UnrealEd -- an engine with which I am thoroughly familiar. 

To the left is an image from the Unity interface that uses blocking volumes.  The image is a 2D image. The green cube primitives are used as "walls" in the school labyrinth thereby blocking the ball. 

Last year one of my 3D Game Level Design students created an excellent 3D map of our high school.  I plan to use a 2D rendering of his map  as my labyrinth.  

We have a five minute passing time between periods.  If I add a timer and prescribe a student schedule, it would be a cool game for our students to play through.  By adding "collision detectors" in the incorrect rooms, I am able to script the ball to re-spawn in a specified start spot that we'll call "homeroom" as the clock continues to tick.

The right-hand image includes the camera view so you can see how the 2D labyrinth looks from the playing perspective.  This image is a test image I pulled from Galion Schools in Ohio. 

The game is pretty cool and takes advantage of the iPhone accelerometer.  The ball responds to the twists and turns of the iOS device as the player attempts to wind his/her way through the maze.    It would be a very cool recruiting tool to demonstrate the combination of student/teacher collaboration through technology.

Although I abandoned Penelope temporarily, I'll pick it back up as time permits.  For now, I'm ecstatic that my builder skills were put to effective use in a new engine: Unity iPhone.  I can get excited about anything, but thinking about creating a DePaul Catholic labyrinth game -- well, yes, I'm stoked.

PostHeaderIcon W4 Week 4 Readings

Most of the readings I used this week revolved around interpersonal skills.  Not surprising, there is a clear relationship between the synergy of a team-based approach and successful online learning. 

This image is of my LinoIt page.  The small image on the bottom right is the page in its entirety, where the four new reading summaries are in the upper right-hand corner of my "LinoIt World".

PostHeaderIcon PE5_Unity and MonoDevelop 2

OK, so these last two days have been pretty frustrating.  I have a script error that I've spent a day trying to debug.  I've gone as far as copying the script from the sample completed project, but still no luck.  Without finding the source of the error, I can't load the project to my iPhone, which is pretty disappointing.  I've visited the Unity forums and it seems like I may not be the only one with this particular error, so with a little more digging, I'm sure I'll come up with the solution.  In the meantime, I've been trudging forward. 

As far as the scripting language and becoming familiar with the IDE, it's getting a bit more comfortable. Every programming language has its little syntactical idiosyncrasies, and this one is no different.   Every programmer has his/her little personal conventions, and this tutorial was written fairly well, but clearly has the thumbprint of the author on it.  All in all, it hasn't been that bad -- save that one error.
Wednesday, October 20, 2010

PostHeaderIcon PE4_Unity and MonoDevelop


Using Unity 3D iPhone, which is the 3D game engine, and MonoDevelop, which is the integrated development environment (IDE), I was able to create a playing world that is comprised of a textured, lightmapped plane; a camera; a shadow cast; a stand in model for the player; a collision area for that player; and two joystick controllers.  Whew.

So far the joysticks are not attached to move anything yet, but they behave as joysticks in the fact that I have constrained them to a defined area and they will snap back after they are released.

The joysticks were all coded in with MonoCode (see left), while the construction of the plane, cameras, and models were done by physically constructing them in the Unity environment.

So far, I'm having a blast.  Can't wait to keep going! 

Come back on Friday for another update!
Sunday, October 17, 2010

PostHeaderIcon BP12_OMM2 Fireworks

Flash, Flash, Flash -- that's all we hear about.  And Flash is good, but with the advent of AS3, some of the best things is Flash now rely on some pretty heavy-duty code.  How about considering Fireworks as an alternative?

PostHeaderIcon PE3_iOS Unity iPhone


First, a bit of an explanation as to why the fascination with the iOS.  This is posted on my AR Blog for month 4, but I dont suspect much of a crossover audience here, so I'm re-posting it.  It was a sidebar to my AR blog, but it's relevant here:
I’m learning something that probably no one else has any desire to learn:  programming iOS devices -- specifically iTouch, iPad, and iPhone 4.  The motivation for this came from my Cryptology class last week when I was teaching QR code (a two-dimensional barcoding system developed by Denso-Wave for cataloging Toyota parts).  I had given my students a copy of a newspaper article that featured QR code in which there was an example.  One student that we’ll call Frankie asked, “Hey Ms. Parler, do you know what this says?”  I replied that it was the author’s website URL.  About a minute passed.  Frankie wildly raised his hand -- quite unusual for Frankie as he has rarely been engaged in anything other than baseball throughout his four-year existence at DePaul.

I said, “Yes, Frankie?”. 

“Promise you won’t get mad.”

I looked at him.  How much trouble could he have gotten into in the last minute?  “I won’t get mad.”

“No, really, ya gotta promise you won’t take away my phone”, replied Frankie.

Students are not permitted to use phones on campus.  Nor are they permitted to use iPads, iPods, etc.  If we see a student with a phone, iPad, iPod, etc., we are supposed to confiscate it and send it to the office.  The first time they get off with a warning.  The second time there is a fine (meaning tariff  - not a comment on quality) system.  So, clearly Frankie had accessed his phone in the last minute.  “OK, I won’t take your phone away. What did you discover?”

“I scanned this code thing with my phone and it took me to the guy’s website.  It’s so cool.  Do you want to see?”  Frankie was engaged.  Suddenly cellphones were being whipped out all over the place.  Three other students discovered they had the app as well.  My next day’s lesson included a QR-encoded message they they could decode using their phone cameras.  Now a total of nine kids had the app.  OK, yes -- it’s not exactly according to the rules, but I ran with it.  Next semester, I’ll post the assignment on Blackboard as a discussion topic, so I can stay within the rules and still engage the disengaged.

So, I’m trying to figure out how I can write an app for those of my kids who have iOS devices to light the fire.  Hey, whatever it takes.

So far, I have a ball and waves that react to the accelerometer.  See PE 2 for the short video.  Today I began a tutorial that I figure will take we through this final post and the three PE posts for next week as well.  It's an actual game tutorial developed by Unity to help folks like me that know something about Unity, but nothing about Unity iPhone.

I'm putting in the stand-in now.  Using a stand-in helps developers move quickly through development without wasting time on art.  It also allows us to test gameplay without relying on aesthetics.

So here she is for now:

And with Week 4 just a little lighter in work than Week 3 (it couldn't possibly be worse!). I'm looking forward to finishing Penelope by then!