Game On C

Skink
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Re: Game On C

Postby Skink » Thu Mar 09, 2017 2:46 am

I believe #2 is spatial, not functional. Graphical programmers make a big stink about (what's the adverbial form of ugly?) uglily-arranged code. Even if functional, it can't be reliably read by anyone else or the original programmer 6mo later.

For #3, show; don't tell! It's arbitrary, but trust that the supervisor has enough content area expertise and creativity to 'get' whatever you're driving at. Well, if you want to do some gentle telling, the instructions are an opportunity for that without getting long-winded or heavy-handed.

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Re: Game On C

Postby BananaPirate » Fri Mar 10, 2017 2:56 am

Skink wrote:I believe #2 is spatial, not functional. Graphical programmers make a big stink about (what's the adverbial form of ugly?) uglily-arranged code. Even if functional, it can't be reliably read by anyone else or the original programmer 6mo later.

For #3, show; don't tell! It's arbitrary, but trust that the supervisor has enough content area expertise and creativity to 'get' whatever you're driving at. Well, if you want to do some gentle telling, the instructions are an opportunity for that without getting long-winded or heavy-handed.


Actually, I think the "no overlapping code" part does mean functional.
First off, the subtitle is "Coding is efficient" which in my mind means that you aren't repeatedly using roundabout ways to get something done when there is clearly an easier solution. Also, the sub section has 4 points. 2 are for "no overlapping of code" and 2 are for "all code must be individually visible". It wouldn't make sense to award all 4 points for just having the code not overlap. Also there would be no need for 2 different descriptions then. In terms of spatial order and organization, the subsection above titled "Elements are Logically Grouped and Organized" already covers that.
Also, I think the understanding of the code by others is what logical ordering and comments are for.

I have another question though. Do you guys usually get points for advanced user controlled sprite movement if you have diagonal movement? It's really easy to incorporate, and I don't think the proctors I've had count it.

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Re: Game On C

Postby schist99centz » Fri Mar 10, 2017 3:47 am

I usually get 4 points in that section. 3 for movement complexity and 1 for sprite orientation. I use diagonal movement also so either I don't get the point from that or I lose a point because my sprite's movement apparently isn't smooth.

How do you guys get your points in graphics? I always get 6/12 points on this section. I've been told to draw all of my sprites but is there more to it than just that?

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Re: Game On C

Postby Skink » Fri Mar 10, 2017 4:01 am

Yeah, I concede that possibility. It doesn't, really, matter, because you shouldn't be "overlapping" in either manner :P .

Advanced movement is game-dependent. Showing off that you know how to do this or that won't impress someone if it's shoehorned in there. And, I don't see too many games that would benefit from this versus a responsive WASD configuration.

I'm not touching graphics...

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Re: Game On C

Postby AznPr0d1gy » Fri Mar 10, 2017 1:47 pm

You can get full points in complexity of movement by implementing acceleration and nice collision detection. Although it takes around 6-8 minutes to implement both entirely since the code is quite complicated (involves 2 different variables, and a few purple blocks for modulating).

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Re: Game On C

Postby BananaPirate » Fri Mar 10, 2017 1:48 pm

Skink wrote:Yeah, I concede that possibility. It doesn't, really, matter, because you shouldn't be "overlapping" in either manner :P .

Advanced movement is game-dependent. Showing off that you know how to do this or that won't impress someone if it's shoehorned in there. And, I don't see too many games that would benefit from this versus a responsive WASD configuration.

I'm not touching graphics...


No actually that's what I'm talking about. WASD keys usually allow for pretty smooth diagonal movement, so I'm confused why it doesn't get counted.

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Re: Game On C

Postby Sleepy » Sat Mar 11, 2017 4:17 am

What are some other ways to get environment interactions into your game besides making a "kill zone" in your backdrop a specific color and then use the "touching color" block to make them lose the game. It seems that if I don't do this, I get a 0/2 for environment interactions.
Stroudsburg HS '18

2017
MC Barons | Tiger | North Pocono | Regionals | States
Dynamic: 2 | 14 | 2 | 2 | 9
Remote: 9 | 18 | 2 | 1 | 8
Hydro: 11 | 18 | 3 | 2 | 2
Game On: 3 | 1 | 3 | 1 | 21

2018
North Pocono | Regionals | States
Dynamic: 1 | 2 | -
Remote: 2 | 1 | -
Game On: 3 | 4 | -

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Re: Game On C

Postby schist99centz » Sun Mar 12, 2017 2:17 am

Sleepy wrote:What are some other ways to get environment interactions into your game besides making a "kill zone" in your backdrop a specific color and then use the "touching color" block to make them lose the game. It seems that if I don't do this, I get a 0/2 for environment interactions.


I have always got 0/2 on environment interactions so I can't help there, but your idea seems fine to get 2/2.
For my UC Sprite movement, should I use arrow keys or WASD? It was mentioned above that WASD has smooth movement but I'm not sure if there's a difference between them and arrow keys.

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Re: Game On C

Postby kenniky » Sun Mar 12, 2017 5:35 am

There's no functional difference but it's more natural to use the left hand to move imo

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Re: Game On C

Postby DaPlug » Tue May 16, 2017 4:31 am

Does anyone know any invite themes given this year for Game On?
Mira Loma High School
2016:
Air Trajectory/Robot Arm/Wright Stuff/Game On
Regionals: 7/2/2/1
States: 3/2/4/2
Nationals: 4/1/3/-


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