Crayon Maze is a skill building maze and tracing game for toddlers, preschool, kindergarten, children of all ages. Now available for Androidâ„¢ devices in the Google Play store.
(or on Vimeo, couldn't embed youtube for some reason:)
Processing was instrumental in its development: initial prototypes were done with Processing, as were various custom tools (see below) for creating/manipulating the game's assets. I've been using Processing for years now, and have even contributed some code to its core, so I'm hoping you'll forgive this shameless self-promotion even though the final version wasn't itself built with Processing.
This is a made-by-a-dad-for-his-kids one-man indie project, targetting the tiny "toddlers with tablets" micro-niche market, and has no "PR campaign" at all to speak of, so I'm not above begging for some help! :D
If you'd like to help out with a rating/review, or a like/share on facebook, or share its website, or randomly tweet about it, et cetera - anything will help and will be most appreciated, thanks!
i haven't posted here much since the new forum layout, am a bit lost, sorry... there used to be a 'documentation' forum where you could report problems, but hmm, no such forum any more, should I report it here in the topical forum, or are such things now supposed to get submitted to the bugs database?
the documentation for MovieMaker's keyFrameRate parameter of its constructor needs correction -- currently described as "number of key frames each second"
that description is essentially "backwards" (or the reciprocal of?) it's actual working versus fps. (and it's not based on absolute time ("seconds") anyway, but on frames) it should be described something like "maximum
non-key (delta) frames that may occur between key frames".
fe, if you request 30fps and keyFrameRate 15, you'd get 2 key frames every second (not the 15kf/sec as currently described; to get 15 key frames/sec at 30fps you'd want a keyFrameRate of 2, to get 15 kf/sec at 45fps you'd want keyFrameRate 3, etc)
aside -- it probably wouldn't hurt? to also mention that it has no practical effect when using a compression scheme that doesn't use delta frames (those that store full frames, every frame)