Please note that if the brightnes value is set, for example, to 50% (or any value less than 100),
then the color scale of the emitting light is
reduced. Therefore some color transformations - like ramp command - will not have as vivid colors as
when displayed with full brightness. But the timing of the color changes will be the same, no mater
what brightness value you set.
What happens to your existing .glo scripts that don't set the brightness constant? Nothing terrible -
existing scripts will work the same way as they used to, the brightness will be automatically set to
100%.
There are 2 new example .glo scripts that show how to use the GLO_BRIGHTNESS constant. The first
is the simple way by defining the brighness value directly in your script - see Brightness_example.glo
script. The second example - Brightness_inputs_example.glo - shows how you can set the constant
from within the input screen. It has the advantage that you don't have to touch the .glo script
in order to change the brightness. You can set the brightness value on the input screen before
you upload the script to the prop.
Here you can find the latest software for controlling the juggling props
made by Aerotech Projects.
Some of the versions might be upcoming versions that are not officially published (yet)
and therefore could be bit unstable. On the other hand you can get early access to the new features
of the latest software and - in time - you'll be able to download older versions as well.
2020.02.02: Glo Ultimate App - ver. 0.11
Download from here.
This release contains several new features.
#define SHORT 200 ; 2 seconds
#define LONG 1000 ; 10 seconds
#input START_DELAY SHORT, LONG ; define the initial delay
This will display the input option START_DELAY and the available values will be 'SHORT (2 seconds)' and
'LONG (10 seconds)'.
2019.12.14: Glo Ultimate App - ver. 0.10
Download from here.
This release contains several new features.
Inputs are displayed before the sequence is loaded to the prop.
They allow the user/juggler to select an option on the input screen,
which can affect the behavior of the .glo sequence. You can define colors selectors,
delay values, effect indexes, even sub-routine selections on the input screen.
This is quite siginificant feature and you should finitely check the new example
scripts that start with 'Inputs_*' name.
You can now specify basic math expressions in constant definitions (see Math_example.glo).
This will allow you to calculate some cool effects based on the input values the
user selected on the input screen. For example let's say that you have 5 clubs
and the odd club numbers (clubs 1,3,5) should start an effect with 3 seconds delay,
but even club numbers (club 2 and 4) should start the same effect with 2 second delay.
To do that define a constant EFFECT_START like this:
#define EFFECT_START ((CLUB_INDEX & 1) + 2) * 100
What this formula do is: it takes a value of input variable CLUB_INDEX, reduces it to 0 or 1
(depending whether it is odd or even number) then it adds a number 2 to the result. So at this stage
our result is eiter 0 + 2 for even clubs or 1 + 2 for odd clubs. At the end the result is
multiplied by 100 which is 1 second delay value. But what if you'd want to reverse the timing?
If you'd want the odd clubs to be delayed by 2 seconds and even clubs to be delayed by 3 seconds,
you can just modify the formula like this:
#define EFFECT_START ((1 - (CLUB_INDEX & 1)) + 2) * 100
We added the 1 - (...) at the beginnig of the calculation. What it does is it changes value 1 to 0
and 0 to 1 - simple as that. The rest is the same. The constant value is then used in the script like that:
delay (EFFECT_START)
or
ramp (RED, EFFECT_START)
But the main point is you can now modify / recalculate these constants later
during your script development without actually changing a single line of the rest of your script.
This will save you painfull modifications of the timing values on each line that were related to your effect.
And if you had separate scripts for odd and even club number, you can now have just one script
common for all your props. So it makes much easier to tweak certain effects and you can spend
more time on doing the creative stuff.