Game On C
-
- Exalted Member
- Posts: 948
- Joined: February 8th, 2009, 12:23 pm
- Division: C
- State: IL
- Has thanked: 0
- Been thanked: 5 times
Re: Game On C
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.
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.
-
- Member
- Posts: 40
- Joined: February 26th, 2014, 4:01 pm
- Division: C
- State: OH
- Has thanked: 0
- Been thanked: 0
Re: Game On C
Actually, I think the "no overlapping code" part does mean functional.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.
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.
-
- Member
- Posts: 35
- Joined: March 25th, 2014, 11:38 am
- Division: C
- State: PA
- Has thanked: 0
- Been thanked: 0
Re: Game On C
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?
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?
-
- Exalted Member
- Posts: 948
- Joined: February 8th, 2009, 12:23 pm
- Division: C
- State: IL
- Has thanked: 0
- Been thanked: 5 times
Re: Game On C
Yeah, I concede that possibility. It doesn't, really, matter, because you shouldn't be "overlapping" in either manner .
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...
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...
-
- Member
- Posts: 24
- Joined: December 28th, 2013, 1:02 pm
- Division: C
- State: TX
- Has thanked: 0
- Been thanked: 0
Re: Game On C
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).
-
- Member
- Posts: 40
- Joined: February 26th, 2014, 4:01 pm
- Division: C
- State: OH
- Has thanked: 0
- Been thanked: 0
Re: Game On C
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.Skink wrote:Yeah, I concede that possibility. It doesn't, really, matter, because you shouldn't be "overlapping" in either manner .
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...
- Sleepy
- Member
- Posts: 25
- Joined: January 17th, 2017, 3:03 pm
- Division: C
- State: PA
- Has thanked: 0
- Been thanked: 0
Re: Game On C
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
[size=80][u]MC Barons | Tiger | North Pocono | Regionals | States[/u] 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[/size]
[size=80][u]North Pocono | Regionals | States[/u] Dynamic: 1 | 2 | - Remote: 2 | 1 | - Game On: 3 | 4 | -[/size]
-
- Member
- Posts: 35
- Joined: March 25th, 2014, 11:38 am
- Division: C
- State: PA
- Has thanked: 0
- Been thanked: 0
Re: Game On C
I have always got 0/2 on environment interactions so I can't help there, but your idea seems fine to get 2/2.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.
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.
-
- Member
- Posts: 283
- Joined: January 21st, 2016, 6:16 pm
- Division: Grad
- State: MA
- Has thanked: 0
- Been thanked: 0
Re: Game On C
There's no functional difference but it's more natural to use the left hand to move imo
Automated Event Assigner!
UMich 2018: Chem Lab, Fermi [url=http://tinyurl.com/kenniky-so-test]Rate my tests![/url]
[url]https://scioly.org/wiki/index.php/User:Kenniky[/url] [url=https://scioly.org/forums/viewtopic.php?t=10008&start=34]2017 Nats = rip[/url] [url=https://youtu.be/MCo8IAovjfw]ABRHS 2016[/url]
-
- Member
- Posts: 16
- Joined: March 9th, 2016, 10:14 pm
- Division: C
- State: CA
- Has thanked: 0
- Been thanked: 0
Re: Game On C
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/-
2016:
Air Trajectory/Robot Arm/Wright Stuff/Game On
Regionals: 7/2/2/1
States: 3/2/4/2
Nationals: 4/1/3/-
Who is online
Users browsing this forum: No registered users and 6 guests