The document provides instructions for creating a Scratch program that allows a user to guess a randomly selected number between 1 and 8. It describes:
1) Creating sprites like a title, buttons 1-8, and instructions to guide the user. Variables are created to track the actual number, user's guess, and number of guesses.
2) Picking a random number between 1-8 and storing it in the "Actual" variable. The "Guess" and "Count" variables are also initialized.
3) Having the buttons update the "Guess" variable and costume when clicked. A broadcast message is sent to allow other sprites to check the guess.
Assignment C: Technical Presentation Teach A Computer Kitty How to Draw ShapesKaori Yuda
This document provides instructions for using the Scratch programming environment to teach a cartoon kitty character how to draw different 2D shapes through a series of commands. The instructions break down how to install Scratch, set up the workspace, and then program the kitty step-by-step to first clear the screen, set the starting point and color, draw by moving and turning a specified number of times, lift the pen, move away, and finally point in direction to view the finished shape. The goal is to learn computer programming logic and commands through interactively coding a character.
This document provides instructions for programming a basic cat and mouse game using the Scratch programming environment. It guides the reader through selecting and editing sprites, writing code to control sprite movement and interactions, and testing the program. The cat sprite is programmed to move around the screen using arrow keys, while the mouse sprite is programmed to follow and move towards the cat. Additional code makes the cat say "meow" when touched by the mouse. The instructions are broken into clear steps and include screenshots to illustrate the Scratch interface and blocks of code to use.
This document provides instructions for adding and manipulating 3D models in PowerPoint. It explains that Office 365 subscribers can insert 3D models from online sources or import their own 3D files. It then demonstrates how to position and rotate 3D models using controls or preset views. The document also shows how to animate 3D models using morph transitions between identical slides or built-in animation options like turntable. The goal is to bring presentations to life and foster understanding through interactive 3D visualization.
Graphics Experts Ltd is the right solution for all of your graphic design needs. We offer affordable, professional services that encompass everything from image masking, shadow creation, web image optimization, and clipping path to image manipulation, image retouching, color adjustments, photo editing, vehicle enhancement, and even illustration.
This tutorial shows how to create a Queen of Hearts photo manipulation in Photoshop. It demonstrates building the background with ornamental and rock images, adding a frame and filling it with cloud and nebula filters. A model and crown are blended into the scene. Cards with different heart designs are arranged around the model. Final adjustments add lighting effects to complete the scene.
This document provides instructions for creating a Jeopardy game in Microsoft PowerPoint. It outlines 14 steps to set up the game including creating an introduction slide, game board slide with values in a table, question slides with action buttons to advance to the next slide, answer slides with action buttons to return to the game board, and hyperlinks to connect the values on the game board to the question slides. Completing all steps including adding action buttons, hyperlinks, and 25 questions earns a total of 25 points.
This document discusses grouping controls in LiveCode and applying that concept to build a calculator app. It explains how to:
1) Group the operator buttons to apply a single mouseUp event handler to all buttons.
2) Create commands like operatorPressed and numberPressed to handle button presses, passing the target button's label.
3) Add variables to store the current operation, value, and total, and update the display field and button labels in response to user input.
4) Implement basic math operations like addition and percentage calculation with just a few lines of code each.
5) Clear the display and reset values using clearPressed, distinguishing between clearing the current value or all values.
Assignment C: Technical Presentation Teach A Computer Kitty How to Draw ShapesKaori Yuda
This document provides instructions for using the Scratch programming environment to teach a cartoon kitty character how to draw different 2D shapes through a series of commands. The instructions break down how to install Scratch, set up the workspace, and then program the kitty step-by-step to first clear the screen, set the starting point and color, draw by moving and turning a specified number of times, lift the pen, move away, and finally point in direction to view the finished shape. The goal is to learn computer programming logic and commands through interactively coding a character.
This document provides instructions for programming a basic cat and mouse game using the Scratch programming environment. It guides the reader through selecting and editing sprites, writing code to control sprite movement and interactions, and testing the program. The cat sprite is programmed to move around the screen using arrow keys, while the mouse sprite is programmed to follow and move towards the cat. Additional code makes the cat say "meow" when touched by the mouse. The instructions are broken into clear steps and include screenshots to illustrate the Scratch interface and blocks of code to use.
This document provides instructions for adding and manipulating 3D models in PowerPoint. It explains that Office 365 subscribers can insert 3D models from online sources or import their own 3D files. It then demonstrates how to position and rotate 3D models using controls or preset views. The document also shows how to animate 3D models using morph transitions between identical slides or built-in animation options like turntable. The goal is to bring presentations to life and foster understanding through interactive 3D visualization.
Graphics Experts Ltd is the right solution for all of your graphic design needs. We offer affordable, professional services that encompass everything from image masking, shadow creation, web image optimization, and clipping path to image manipulation, image retouching, color adjustments, photo editing, vehicle enhancement, and even illustration.
This tutorial shows how to create a Queen of Hearts photo manipulation in Photoshop. It demonstrates building the background with ornamental and rock images, adding a frame and filling it with cloud and nebula filters. A model and crown are blended into the scene. Cards with different heart designs are arranged around the model. Final adjustments add lighting effects to complete the scene.
This document provides instructions for creating a Jeopardy game in Microsoft PowerPoint. It outlines 14 steps to set up the game including creating an introduction slide, game board slide with values in a table, question slides with action buttons to advance to the next slide, answer slides with action buttons to return to the game board, and hyperlinks to connect the values on the game board to the question slides. Completing all steps including adding action buttons, hyperlinks, and 25 questions earns a total of 25 points.
This document discusses grouping controls in LiveCode and applying that concept to build a calculator app. It explains how to:
1) Group the operator buttons to apply a single mouseUp event handler to all buttons.
2) Create commands like operatorPressed and numberPressed to handle button presses, passing the target button's label.
3) Add variables to store the current operation, value, and total, and update the display field and button labels in response to user input.
4) Implement basic math operations like addition and percentage calculation with just a few lines of code each.
5) Clear the display and reset values using clearPressed, distinguishing between clearing the current value or all values.
The document discusses different types of messages in LiveCode and how they can be used to respond to user interactions and events. It covers mouse messages, field messages, open/close messages, keyboard messages, and mobile messages. Messages allow a program to "chat" with LiveCode to perform actions when events like button clicks or key presses occur. Handlers can be written to respond to specific messages and pass them along to other levels in the message hierarchy.
This document provides instructions for adding and manipulating 3D models in PowerPoint. It discusses how Office 365 subscribers can insert 3D models from online sources or files and position and rotate them using various tools in PowerPoint. It also demonstrates how to animate 3D models using morph transitions between identical slides with modified models or built-in animation options designed for 3D like turntable, arrive, and leave. The document encourages exploring different combinations of 3D and classic 2D animations.
1) The document describes the steps to build a calculator app user interface in LiveCode, including adding buttons, setting sizes and positions, adding labels, and formatting text.
2) It explains how to group button interaction code into a custom "operatorPressed" command to change the border color when buttons are clicked to improve the user experience.
3) The final step is to update the mouseUp script for each button to call the operatorPressed command, allowing one line of code to handle the border color changes instead of duplicating code.
This document provides an overview of various game design skill cards in StarLogo Nova, summarizing programming blocks and concepts for building games. It covers 24 categories including agent traits, breeds, keyboard controls, drawing on terrain, camera views, teleporting, jumping, flying, keeping score, buttons, levels, custom shapes, traits, sound, collision, following/avoiding, chance, gravity, procedures, ending games, and block categories. Each section describes how to program the concept and includes simple code examples.
1) Create interactive quiz scenes in Flash and add buttons to navigate between scenes for questions and correct/incorrect answers.
2) Name scenes meaningfully and add a stop() action to the last frame to prevent continuous playback.
3) Make buttons interactive by adding code that uses gotoAndPlay() to link buttons to scenes.
This document provides instructions for adding and manipulating 3D models in PowerPoint. It discusses how Office 365 subscribers can insert 3D models and rotate them. It also explains how to find and insert 3D models from the Remix 3D online library or by importing files. The document demonstrates how to position and rotate inserted models using the 3D control or view presets, and how to pan and zoom a model. It concludes by describing how to animate models using morph transitions or built-in animation options like turntable.
This document provides step-by-step instructions for creating a mouse maze in PowerPoint. It explains how to use a transparent rectangle and rollover hyperlinks to link slides and create the path and failure conditions. Key steps include setting the transparent rectangle to link to a failure slide, creating the path and start/end markers, and linking the end marker to advance to the next level slide. The goal is for the user to navigate their mouse along the path from start to end without touching obstacles.
This document provides instructions for adding and manipulating 3D models in PowerPoint. It discusses how Office 365 subscribers can insert 3D models from Remix 3D or import their own files. It then demonstrates how to position and rotate models using the 3D control or view gallery, pan and zoom with the tool, and animate models with morph transitions or built-in animations. The document encourages exploring the animation options and provides links for additional help or training.
To solve a system of equations graphically on a graphing calculator:
1) Enter the equations in y= format and graph them;
2) Adjust the window settings if the intersection is not visible;
3) Use the trace intersection feature to determine the x- and y-values at the point of intersection.
After Effects can be used to edit video footage, images, and audio. The footage bin contains all project assets that can be selected for use. The timeline allows you to view and edit the composition, adding and removing layers to design the final product. Text and layers can be edited on the timeline by highlighting the specific layer first before making any changes. A linear wipe transition can be created and edited by adjusting the transition completion from 0% to 100% at the start and 100% to 0% at the end.
This document provides instructions for three image editing techniques in GIMP: blending images, removing backgrounds, and changing the color of clothing in an image. To blend images, the user opens two images as layers, adds a layer mask, and uses the gradient tool to fade between the images. To remove a background, the fuzzy select tool is used to select the area to keep, and the alpha channel is locked and deleted. To change clothing color, the user outlines the clothing with the paths tool, desaturates the layer, creates a new color layer, fills the selection with the new color, changes the layer mode to overlay, and blurs the edge.
The document provides instructions for selectively coloring the eyes in a black and white photo using layers and masks in Photoshop. The steps are: 1) Duplicate the photo layer twice; 2) Apply high pass filters to layers to sharpen details; 3) Desaturate the top layer and change its blend mode; 4) Repeat for another layer; 5) Add a curves adjustment layer and paint with white on the mask to color the eyes; 6) Invert the mask selection and desaturate to remove color from the rest of the photo. Fine-tuning of the eye color is done by adjusting the curves layer.
The document provides instructions for various tasks in the StarLogo Nova environment, including:
1. How to set up a basic world with agents, terrain, and behaviors.
2. How to add or rename agent breeds and give them built-in or custom traits.
3. How to program agent movements like wiggle walks and random walks.
4. An overview of the basic geometry coordinates in Nova and how to position agents on the grid.
5. How to work with agent headings and set default or randomized heading values.
This document provides a 4-step process for graphing data on a TI-83/84 graphing calculator:
1. Enter data into the calculator's stat list (L1 for x-values, L2 for y-values)
2. Select a plot (1, 2 or 3) and turn it on
3. Set the window parameters like x-min, x-max, y-min and y-max
4. Hit graph to display the plotted data
It emphasizes ensuring all columns have the same number of data points and only having one plot turned on.
Using minitab instead of tables for z values probabilities etcBrent Heard
This document discusses using Minitab instead of tables to find probabilities and z-values for the standard normal distribution. It provides examples of finding probabilities for given z-values using both tables and Minitab, and shows that Minitab makes the calculations faster and easier. The document also demonstrates how to use Minitab to find z-values for given probabilities, as well as find the z-values that define a symmetric probability between them. Overall, the document promotes using Minitab over tables for standard normal distribution calculations.
Brienna created a side-scrolling shooter game. She began by designing a main character sprite and setting its properties. Next, she created an object for the player and coded its movement controls. Brienna then made a room to test gameplay and added boundaries to keep the player on screen. To add depth, she created two scrolling backgrounds moving at different speeds. Finally, Brienna implemented a particle system to create a thruster effect behind the player's sprite.
The document provides instructions for using selection tools and shapes in Photoshop. It begins with an overview of the Photoshop screen and toolbox. It then discusses how to view and select tools within groupings using click-and-drag. Examples are given for making selections with the marquee, lasso, and magic wand tools. The document also covers how to create and modify shapes using selection tools, strokes, and fills. It provides tips for adding and subtracting from selections using shift and alt keys.
The document provides instructions for creating a composite image using paths, layer masks, and blend modes in Photoshop. The 11 step process involves: 1) selecting a high resolution photo, 2) using the pen tool to create a path around the photo, 3) refining the edge selection, 4) creating a layer mask filled with black, 5) adding a gradient overlay to create a fading backlight effect, 6) blending additional images using blend modes and opacity adjustments, and 7) fine tuning the blend using curves adjustments.
1. The document describes techniques for using the Quick Selection tool and Refine Edge tool in Photoshop, including making initial selections with Quick Selection and then refining the edges using Refine Edge.
2. It recommends converting selections to layer masks before using Refine Edge, as this allows you to preview the refinements directly on the mask.
3. Tips are provided for building selections with Quick Selection such as adding and subtracting from the selection, as well as "double tapping Q" to clear the selection memory in difficult cases.
This tutorial shows how to create a dice roll animation in 3ds Max using the reactor plugin. It is divided into two parts:
1) Creating a 3D dice model with inset and extrude modifiers to add dots. Materials are added to color the dots.
2) Adding the dice and floor objects to a reactor rigid body collection to simulate physics as the dice are thrown and bounce on the floor surface. The reactor animation can then be rendered.
This document provides instructions for importing a CorelDraw design file into MasterCAM and manipulating the design using translation, rotation, and scaling transforms to fit the design within a rectangle template. The instructions cover selecting and transforming objects using tools like translate, rotate, and XYZ scale to properly position, rotate, and size the design. Chaining is also described as a way to select just the design objects without including the rectangle template for scaling down a large design.
This document provides instructions for importing a CorelDraw design file into MasterCAM and manipulating the design using translation, rotation, and scaling transforms to fit the design within a rectangle template. The instructions cover selecting objects, translating objects by dragging them to new positions, rotating objects around a chosen point by a specified number of degrees, and scaling objects up or down using x- and y-scale factors. Chaining is used to select just the design objects when scaling down to fit within the template rectangle.
The document discusses different types of messages in LiveCode and how they can be used to respond to user interactions and events. It covers mouse messages, field messages, open/close messages, keyboard messages, and mobile messages. Messages allow a program to "chat" with LiveCode to perform actions when events like button clicks or key presses occur. Handlers can be written to respond to specific messages and pass them along to other levels in the message hierarchy.
This document provides instructions for adding and manipulating 3D models in PowerPoint. It discusses how Office 365 subscribers can insert 3D models from online sources or files and position and rotate them using various tools in PowerPoint. It also demonstrates how to animate 3D models using morph transitions between identical slides with modified models or built-in animation options designed for 3D like turntable, arrive, and leave. The document encourages exploring different combinations of 3D and classic 2D animations.
1) The document describes the steps to build a calculator app user interface in LiveCode, including adding buttons, setting sizes and positions, adding labels, and formatting text.
2) It explains how to group button interaction code into a custom "operatorPressed" command to change the border color when buttons are clicked to improve the user experience.
3) The final step is to update the mouseUp script for each button to call the operatorPressed command, allowing one line of code to handle the border color changes instead of duplicating code.
This document provides an overview of various game design skill cards in StarLogo Nova, summarizing programming blocks and concepts for building games. It covers 24 categories including agent traits, breeds, keyboard controls, drawing on terrain, camera views, teleporting, jumping, flying, keeping score, buttons, levels, custom shapes, traits, sound, collision, following/avoiding, chance, gravity, procedures, ending games, and block categories. Each section describes how to program the concept and includes simple code examples.
1) Create interactive quiz scenes in Flash and add buttons to navigate between scenes for questions and correct/incorrect answers.
2) Name scenes meaningfully and add a stop() action to the last frame to prevent continuous playback.
3) Make buttons interactive by adding code that uses gotoAndPlay() to link buttons to scenes.
This document provides instructions for adding and manipulating 3D models in PowerPoint. It discusses how Office 365 subscribers can insert 3D models and rotate them. It also explains how to find and insert 3D models from the Remix 3D online library or by importing files. The document demonstrates how to position and rotate inserted models using the 3D control or view presets, and how to pan and zoom a model. It concludes by describing how to animate models using morph transitions or built-in animation options like turntable.
This document provides step-by-step instructions for creating a mouse maze in PowerPoint. It explains how to use a transparent rectangle and rollover hyperlinks to link slides and create the path and failure conditions. Key steps include setting the transparent rectangle to link to a failure slide, creating the path and start/end markers, and linking the end marker to advance to the next level slide. The goal is for the user to navigate their mouse along the path from start to end without touching obstacles.
This document provides instructions for adding and manipulating 3D models in PowerPoint. It discusses how Office 365 subscribers can insert 3D models from Remix 3D or import their own files. It then demonstrates how to position and rotate models using the 3D control or view gallery, pan and zoom with the tool, and animate models with morph transitions or built-in animations. The document encourages exploring the animation options and provides links for additional help or training.
To solve a system of equations graphically on a graphing calculator:
1) Enter the equations in y= format and graph them;
2) Adjust the window settings if the intersection is not visible;
3) Use the trace intersection feature to determine the x- and y-values at the point of intersection.
After Effects can be used to edit video footage, images, and audio. The footage bin contains all project assets that can be selected for use. The timeline allows you to view and edit the composition, adding and removing layers to design the final product. Text and layers can be edited on the timeline by highlighting the specific layer first before making any changes. A linear wipe transition can be created and edited by adjusting the transition completion from 0% to 100% at the start and 100% to 0% at the end.
This document provides instructions for three image editing techniques in GIMP: blending images, removing backgrounds, and changing the color of clothing in an image. To blend images, the user opens two images as layers, adds a layer mask, and uses the gradient tool to fade between the images. To remove a background, the fuzzy select tool is used to select the area to keep, and the alpha channel is locked and deleted. To change clothing color, the user outlines the clothing with the paths tool, desaturates the layer, creates a new color layer, fills the selection with the new color, changes the layer mode to overlay, and blurs the edge.
The document provides instructions for selectively coloring the eyes in a black and white photo using layers and masks in Photoshop. The steps are: 1) Duplicate the photo layer twice; 2) Apply high pass filters to layers to sharpen details; 3) Desaturate the top layer and change its blend mode; 4) Repeat for another layer; 5) Add a curves adjustment layer and paint with white on the mask to color the eyes; 6) Invert the mask selection and desaturate to remove color from the rest of the photo. Fine-tuning of the eye color is done by adjusting the curves layer.
The document provides instructions for various tasks in the StarLogo Nova environment, including:
1. How to set up a basic world with agents, terrain, and behaviors.
2. How to add or rename agent breeds and give them built-in or custom traits.
3. How to program agent movements like wiggle walks and random walks.
4. An overview of the basic geometry coordinates in Nova and how to position agents on the grid.
5. How to work with agent headings and set default or randomized heading values.
This document provides a 4-step process for graphing data on a TI-83/84 graphing calculator:
1. Enter data into the calculator's stat list (L1 for x-values, L2 for y-values)
2. Select a plot (1, 2 or 3) and turn it on
3. Set the window parameters like x-min, x-max, y-min and y-max
4. Hit graph to display the plotted data
It emphasizes ensuring all columns have the same number of data points and only having one plot turned on.
Using minitab instead of tables for z values probabilities etcBrent Heard
This document discusses using Minitab instead of tables to find probabilities and z-values for the standard normal distribution. It provides examples of finding probabilities for given z-values using both tables and Minitab, and shows that Minitab makes the calculations faster and easier. The document also demonstrates how to use Minitab to find z-values for given probabilities, as well as find the z-values that define a symmetric probability between them. Overall, the document promotes using Minitab over tables for standard normal distribution calculations.
Brienna created a side-scrolling shooter game. She began by designing a main character sprite and setting its properties. Next, she created an object for the player and coded its movement controls. Brienna then made a room to test gameplay and added boundaries to keep the player on screen. To add depth, she created two scrolling backgrounds moving at different speeds. Finally, Brienna implemented a particle system to create a thruster effect behind the player's sprite.
The document provides instructions for using selection tools and shapes in Photoshop. It begins with an overview of the Photoshop screen and toolbox. It then discusses how to view and select tools within groupings using click-and-drag. Examples are given for making selections with the marquee, lasso, and magic wand tools. The document also covers how to create and modify shapes using selection tools, strokes, and fills. It provides tips for adding and subtracting from selections using shift and alt keys.
The document provides instructions for creating a composite image using paths, layer masks, and blend modes in Photoshop. The 11 step process involves: 1) selecting a high resolution photo, 2) using the pen tool to create a path around the photo, 3) refining the edge selection, 4) creating a layer mask filled with black, 5) adding a gradient overlay to create a fading backlight effect, 6) blending additional images using blend modes and opacity adjustments, and 7) fine tuning the blend using curves adjustments.
1. The document describes techniques for using the Quick Selection tool and Refine Edge tool in Photoshop, including making initial selections with Quick Selection and then refining the edges using Refine Edge.
2. It recommends converting selections to layer masks before using Refine Edge, as this allows you to preview the refinements directly on the mask.
3. Tips are provided for building selections with Quick Selection such as adding and subtracting from the selection, as well as "double tapping Q" to clear the selection memory in difficult cases.
This tutorial shows how to create a dice roll animation in 3ds Max using the reactor plugin. It is divided into two parts:
1) Creating a 3D dice model with inset and extrude modifiers to add dots. Materials are added to color the dots.
2) Adding the dice and floor objects to a reactor rigid body collection to simulate physics as the dice are thrown and bounce on the floor surface. The reactor animation can then be rendered.
This document provides instructions for importing a CorelDraw design file into MasterCAM and manipulating the design using translation, rotation, and scaling transforms to fit the design within a rectangle template. The instructions cover selecting and transforming objects using tools like translate, rotate, and XYZ scale to properly position, rotate, and size the design. Chaining is also described as a way to select just the design objects without including the rectangle template for scaling down a large design.
This document provides instructions for importing a CorelDraw design file into MasterCAM and manipulating the design using translation, rotation, and scaling transforms to fit the design within a rectangle template. The instructions cover selecting objects, translating objects by dragging them to new positions, rotating objects around a chosen point by a specified number of degrees, and scaling objects up or down using x- and y-scale factors. Chaining is used to select just the design objects when scaling down to fit within the template rectangle.
Adobe Photoshop is a graphics editing program developed by Adobe Systems. It was created in 1987 by Thomas Knoll as a program called Display to view grayscale images on a monochrome display. His brother John recommended turning it into a full image editing program. The document then provides a 6 step tutorial for turning a photograph into a cartoon style picture using layers and filters in Photoshop.
This tutorial will guide you through the steps to design a fidget spinner in Solidworks. We'll start by modeling a basic spinner, then we'll design our own counterweights to be machined. We'll make a dimensioned print for the counterweight, too! We'll end by creating an assembly for the spinner and I'll give you some next steps to take your design further.
This Photoshop tutorial teaches intermediate composition techniques including color balancing, hue/saturation, and blending modes. Over the course of 11 steps, the tutorial guides the user in combining various stock images to create a Halloween-themed composite scene. Key steps include adding images like a witch, pumpkins, and clouds; adjusting colors of elements using tools like hue/saturation and color balance; and refining the composition by erasing certain image areas and overlapping elements. The final result is intended to enhance the user's skills in professional image composition and combining multiple assets into a cohesive design.
Scratch for kids syllabus for 5 hours by bibek panditBibekPandit2
This document provides instructions for teaching Scratch programming to kids over 5 hours across 7 days. Each 50-minute class introduces new Scratch concepts and has students work on games. Day 1 covers Scratch introduction and elements. Day 2 focuses on making a jumping game, including programming sprite movement and adding obstacles. Day 3 expands on the jumping game. Day 4 introduces a catch game, providing steps to move the catcher, add falling objects, and track score. Day 5 continues the catch game project. Later days cover additional games. The document explains why Scratch is useful for learning programming concepts and skills in a fun, visual way.
Blue Orange and Yellow Geometric Flat Shapes Scavenger Hunt Ice Breaker Class...LaurenMichelle11
This lesson introduces students to Scratch, a visual programming language. It discusses the different block palettes in Scratch for motion, looks, sound, events, control, sensing, operators, and variables. These palettes contain blocks that allow users to program interactive projects. The lesson instructs students how to set up their Scratch workspace, delete the default sprite, add a new sprite, and use blocks from the events palette to make the sprite move left and right or up and down when buttons are pressed. It emphasizes the x and y axes for movement. The lesson concludes with a class discussion about what students learned.
This document provides a 31-step tutorial for creating an animated e-card in Adobe Photoshop CS3. It instructs the user how to add layers for images of the moon, a bat, and a ghost. It then guides the creation of separate layers for the bat's wings to enable animation. Further steps explain how to add text, save the file as a GIF, and attach the animated GIF to an email.
This document provides a 31-step tutorial for creating an animated e-card in Adobe Photoshop CS3. It instructs the user how to add layers for images of the moon, a bat, and a ghost. It then guides the creation of separate layers for the bat's wings to enable animation. Further steps describe using the animation palette to create frames for the wing flapping and ghost movement, and adjusting the timing. The tutorial concludes by explaining how to save the animation as a GIF file and attach it to an email.
I used this with a 2nd year class, they were making the MugTree in Craft&Design. The powerpoint was actually printed out for them to use in Booklet form
Scratch is a programming language that allows users to create interactive stories, games, and animations. It teaches important skills like creative thinking, reasoning, and collaboration. The document guides the reader through creating a basic "Parrot Shooter" game in Scratch. It shows how to make parrots move randomly on screen and disappear when shot by changing their costumes. It also provides instructions for adding a score counter and resetting it when a new game starts. The goal is to shoot all the parrots within the time limit.
Raspberry Pi and Physical Computing WorkshopRachel Wang
This document provides an agenda for a Raspberry Pi hackathon. It discusses introducing participants to the Raspberry Pi and programming with Scratch. Participants will learn how to prepare an SD card and boot up the Raspberry Pi. They will then program with Scratch, adding interactive features using the Makey Makey. The document also covers GPIO and basic electronics. It concludes with a design exercise and show-and-tell session for participants to share what they created.
Pivot Animator is a simple stick figure animation program. It allows users to create animations by positioning figures frame-by-frame and adding the frames to a timeline. Key features include tools for adding, editing, and positioning stick figure types, as well as exporting the finished animation in common video formats.
Design a paint splashing effect into your image | ABDUL DJALIL DJAYALIعبد الجليل جايا لي
1) The document provides a step-by-step tutorial for digitally painting a base image of a woman using layers, brushes, and shape cut-outs in Photoshop.
2) Key steps include painting the face and arm using brushes, adding paint toss textures to the face and clothing using layers and clipping masks, and interlocking custom shape triangles around the figure.
3) The end result is the base image enhanced with digital painting and textures to look like the figure is being tossed paint. Feedback is welcomed in the comments section.
This document provides 78 tips for using Photoshop more efficiently. Some key tips include using keyboard shortcuts to hide/show tools and palettes, zooming, selecting layers, transforming objects, and navigating tools and menus more quickly. The tips would help Photoshop users work more efficiently by saving time and efforts through these concise keyboard shortcuts and tool techniques.
Microsoft mathmatics step-by-step_guideAnang Anang
The document provides an overview of the key features and tools available in Microsoft Mathematics, including:
1) The calculator pad, worksheet tab for computations, and graphing tab for plotting graphs. Additional math tools include an equation solver, formulas library, and triangle solver.
2) Instructions for using the graphing calculator to evaluate expressions, solve equations either with buttons or ink input, and view step-by-step solutions.
3) Details on how to create graphs including plotting lines and functions, animating parameters, and creating 3D surface graphs which can be rotated to view from different angles.
The document provides a tutorial on how to create a ladder volume blueprint in Unreal Engine 4. It explains how to build the ladder using box and prop components, detect when a player enters the volume, check for E key input, and move the player up by changing their movement mode to flying and scaling their upward movement over time. The tutorial includes 13 steps with screenshots to create the blueprint and implement the ladder functionality.
Introduction to Scratch made during Abu Dhabi International Book Fair 2015.
Dr. Hind Zantout, from Heriot WattUniversity Dubai Campus introduces "Scratch" by demonstrating games and animations, and walking the audience through a few simple exercises, covering important concepts and features. Scratch is designed for children between 8-16 and is provided for free by MIT Media Labs. As children create with Scratch, they learn to think creatively, work collaboratively, and reason systematically.
In this exercise, youre going to begin building a countdown timer..docxsleeperharwell
In this exercise, you're going to begin building a countdown timer.
You'll rely heavily on the techniques you've learned thus far in the course. The animation below shows what we'll be building in this module.
Countdown Timer, Part 1 of 2. Preview of the final animation.
In this full exercise, you'll be expected to do all the same things you did in the mini-exercise, plus:
Create Shape Layers.
Apply Trim Paths.
Reorder and rename layers.
Edit the duration and timing of layers.
You'll notice that some of the steps are worded more concisely than they were in the mini-exercise. If you forget how to accomplish a task, refer back to the mini-exercise and/or the Lesson Content in this module.
Follow the steps below to create this animation. The submission instructions are at the end.
Step #1
Create a new project file by going to
File > New > New Project
.
Create a new comp by going to
Composition > New Composition
. Make sure your settings mimic the image below. Then, click
OK
.
Composition Settings for Module 02 Full Exercise.
Step #2
Create a solid layer. Make it dark blue. Pay special attention to the hex color code of your dark blue solid layer. Write it down.
Lock
the layer.
Step #3
Go to
View > Show Rulers
.
With the rulers visible, zoom in on the center of the scene.
From the left ruler, drag a guide to
640
pixels. (That's half the width of the comp.)
From the top ruler, drag down a guide to
360
pixels. (That's half the height of the comp.)
With your guides in place, go to
View > Lock Guides
.
The rulers work basically the same way they do in Photoshop, Illustrator, and InDesign.
Step #4
NOW, GO TO FILE > SAVE AS > SAVE AS.
Save your assignment as an AEP file.
jstudent_fullx02.aep
Step #5
Select the
Pen Tool
.
Set the Fill to
None
. Set the Stroke to
white
and
14px
.
Click one time
in the center of the comp where the guides intersect. (You may need to zoom in to do this.)
Hold
Shift
and
click one time
well beyond the top of the scene. (You may need to zoom out to do this.)
Creating a white line.
AFTER EACH STEP, GO TO FILE > SAVE.
Step #6
With the white line Shape Layer still active, select the
Selection Tool
. (This will prevent us from accidentally drawing more points.)
Right-click on the Shape Layer and rename it
rotating_line
.
Open
Contents > Shape 1 > Stroke 1 > Line Cap
and select
Round Cap.
Step #7
With the
rotating_line
layer selected, open the Transform layer properties and select Anchor Point. This will make the anchor point appear in the scene.
Zoom into the center of the scene. Select the
Pan Behind Tool
and move the anchor point to the bottom middle of the layer, which should also be where the guides intersect.
When finished, select the Selection Tool. (This will prevent us from accidentally shifting the anchor point.)
Step #8
With the
rotating_line
layer active, set the
Current Time Indicator
at
0:00f
(zero seconds), and click the stopwatch for.
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1. Page 1
SCRATCH MODULE 1:
SEARCHING
INTRODUCTION
The purpose of this module is to experiment with variables, decision making, and event
management in Scratch. We will be exploring these ideas while implementing a simple
search program. Our program will select a random number between 1 and 8 as its
guess and then allow the user to deduce this number. The program will keep track of
each guess the user makes. If the user guess is too high or too low, a message will
indicate this and the number will be flagged as ‘used’. If the user guesses correctly, a
more elaborate outcome occurs indicating how many guesses the user made.
It is assumed that students have successfully completed the ‘Scratch Tutorial’ prior to
beginning this module. Students must have sufficient knowledge of the Scratch working
environment to create, modify, and execute scripts as well locate blocks within
categories and modify them according to directions and examples provided.
It is recommended that students follow these instructions closely to achieve the desired
end product. Personalization of the project is encouraged but better done once these
instructions have been completed to ensure all outcomes have been accomplished.
NEW CONCEPTS COVERED
Sprite manipulation: Painting a new sprite / Choosing a new sprite from file
Go to x, y / Set size
Creating multiple costumes / Switching costumes
2. Page 2
Variables: Create / Hide / Show / Set / Change / Scope
Using random numbers
Counting
Decision making: If / else if / else
Comparison operators: < / > / =
Event management: When sprite is clicked
Sending messages: Broadcast / Broadcast and wait
Receiving messages: When I receive
Stop all scripts
STARTING SCRATCH
Start Scratch. Create a new Scratch project by selecting ‘File’ > ‘New’. Before we do
anything, let’s save the file by selecting ‘File’ > ‘Save as’. Save your file as ‘Module 1 –
XY’ where X is the initial of your first name and Y is the initial of your last name.
Remember to save to your network drive! If this doesn’t work, please ask your Lab
Instructor for assistance.
PART 1: SETTING THE STAGE
The best way to learn Scratch is through experimentation. As it is an interactive
environment, feel free to stop and experiment as you work through this module.
CREATING THE SPRITES
Let’s get started …
Sprite1 (the cat): At the moment, our current sprite is Sprite1
(the cat). For this project, he plays a minor role so we
need to reposition and resize him. Use Figure 1a to
create the script for Sprite1. Execute it and verify the
cat moves to the bottom left corner of the stage.
Sprite2 (title): We need to create a title for our game.
Select the first option to ‘Paint new sprite’. Select
the Text tool in the Paint Editor screen and
type in a title such as ‘Guess the number’. If you can’t see your text, grab the
little black box to the left of the text and drag the text to where you can see it.
You can change the text color (perhaps to orange) and size (to something larger
like 36) if you want. When ready, click ‘OK’.
As with Sprite1, we need to position the title properly.
Use Figure 1b to help you. The title should move to
the top center of the stage. If it doesn’t, you may need
to adjust the coordinates appropriately.
Figure 1a
Figure 1b
3. Page 3
Sprite3 (instructions): We need to give the user instructions for operating our game.
Once again, select the first option to ‘Paint new sprite’. Using the Text tool, type
in the instructions ‘Make a guess by pushing a button’. When done, click ‘OK’.
Build the script in Figure 1b but use x = -3, y = 51. Adjust the coordinates as
needed to center the instructions just above the middle of the screen.
Sprite4 – Sprite11 (buttons): We need to give the user buttons to push to enter in their
guess. To create a button, select the second option to ‘Choose new sprite from
file’. Follow this sequence: ‘costumes’ > ‘Letters’ > ‘Circles’ > ‘1’ and then click
‘OK’. This gives us the button for ‘1’. Repeat this procedure to create buttons for
the numbers 2 – 8.
To position the buttons side by side along the center of
the stage, use the script from Figure 1c as a guide.
Figure 1c properly positions the ‘1’ button. You must
then drag and drop this script from the Scripts area onto
each of the other buttons in the Sprite List. This will
give each sprite its own script copy. Each x co-ordinate
will then have to be modified as follows:
1: x = -160 2: x = -115 3: x = -70 4: x = -25
5: x = 25 6: x = 70 7: x = 115 8: x = 160
Click the green flag to see all of the buttons in a line along the center of the
stage. If this is not the case, you may have to adjust the x co-ordinates.
Sprite12 (information): We need a means to inform the user when the guess is too big
or too small. Once again, select the first option to ‘Paint new sprite’. Using the
Text tool, type ‘Too High’. Then click on the Rectangle tool and draw a
rectangle over ‘Too High’. Click on the Fill tool and use the eyedropper to
select a color from the palette (like red) and then click on the rectangle to change
its color. You should now see the words clearly. If the words are not centered,
you can reselect the Text tool and reposition the words within the rectangle
accordingly. When done, click ‘OK’.
But, we aren’t finished yet. Click on the
‘Costumes’ tab for Sprite12. Copy
costume1 four times by clicking on the
‘Copy’ button four times. ‘Edit’ costume2
so it says ‘Too Low’ (perhaps with a
green background). ‘Edit’ costume3 so it
says ‘Correct’ (perhaps with a blue
background). ‘Edit’ costume4 so it has
Figure 1c
4. Page 4
no words and is completely white. ‘Edit’ costume5 so it says ‘Game over’
(perhaps with an orange background). You should now have five completely
different costumes all the same size.
When ready, click back on the ‘Scripts’ tab for
Sprite12 and use Figure 1d to help you position the
sprite properly. The instructions should appear
centered below the buttons. If they don’t, you may
need to adjust the coordinates appropriately. We
also need to specify the initial costume which is
‘costume4’. We will use other costumes when appropriate.
PART 2: PICKING A NUMBER
Now comes the fun part. It’s time for us to pick our number. Somehow we need to
keep track of our number and we want it to be different each time. To do this, we will
use a variable. A variable is a named storage location where we can place information
for future reference. We first have to create the variable and then we can assign it a
value. Anytime we want, we can find out its value or even change the value.
Variables in Scratch are not sprites. They can belong to individual sprites or to all
sprites at once. We are going to make Sprite12 in charge of managing our guess. This
makes sense as it is Sprite12’s responsibility to inform the user how their guess
compares with ours. The only sprite that needs to know our guess is Sprite12 so we will
make a variable called ‘Actual’ for Sprite12 alone.
CREATING VARIABLES
Actual: Select Sprite12 from the Sprite
List to make Sprite12 the active
sprite. From the Block
Descriptions, select .
Anything pertaining to a variable
will be found in this category.
Choose and fill in
the information as shown in Figure
2a. Click on ‘OK’ when ready.
Now you should see in the upper left corner of the stage. It
appears because has the check mark selected. By clicking the check
mark, you can unselect it and the variable will disappear from the stage. Do this
now. We don’t want the user to see our guess.
Of course, the guess is initially set to 0 which is not a valid option. We need to
choose a random number. The can be found in the
Figure 1d
Figure 2a
5. Page 5
palette. Add the block to the
current script for Sprite12. This will give us a random guess between 1 and 8
each time the green flag is clicked.
Guess: We need another variable to
keep track of the user’s guess.
Click on again, choose
and fill in the
information as shown in Figure 2b.
Observe that this variable is ‘For all
sprites’. Click on ‘OK’ when ready.
We DO want the user to see this number so grab the variable on
the stage and drag it to somewhere near coordinates x = 0, y = -125. It should
be across from Sprite1 approximately in the center of the stage. Manually
dragging the variable into position is the only way to place it properly. There are
no blocks to position it.
Add the block to the bottom of the script for Sprite12. We will
let the user change the initial Guess to whatever they want later on.
Count: Lastly, we need a third variable to
count the total number of user
guesses. Click on
again, choose and
fill in the information as shown in
Figure 2c. Observe that this
variable is ‘For all sprites’. Click on
‘OK’ when ready.
Since we do NOT want the user to
see this, hide it from the stage by clicking
on to remove the checkmark.
Add to the bottom of the
script for Sprite12. The count is initialized
to 0 and will be updated whenever a
guess is made. Figure 2d outlines the
final version of Sprite12’s script.
Figure 2b
Figure 2c
Figure 2d
6. Page 6
PART 3: MAKING A GUESS
It’s time for the user to guess our number. To do this, as the instructions indicate, the
user will click on one of the eight buttons. We can detect this by using the
block from the category. Each button will then need to
update the guess accordingly.
Once we have a new ‘Guess’, we need to compare it against the ‘Actual’ value. This
will involve two steps. The first will be to let all of the other sprites know that there is a
new guess while the second will be to perform the check. We can send messages to
other sprites using a ‘broadcast’ messaging system. The options for
are found under the category. Part 4 will discuss how
to receive a message.
UPDATING VARIABLES
Guess: Select Sprite4 (1) from the Sprite List to make it
the current sprite. Each time Sprite4 is clicked, we
need to change the user’s ‘Guess’ to the appropriate
number. It would also be nice to change the look of
the button so we know it was pushed. Add in the
script from Figure 3a. Try it to see how it works.
SENDING MESSAGES
Broadcast: Next we will send a new
message indicating that a guess
has been made. Snap a
under the script from
Figure 3a and update it by clicking
the down arrow and creating a
message called ‘Check guess’ as
shown in Figure 3b. The resulting script is shown in Figure 3c.
Now, drag and drop this script from Sprite4 onto
EACH of Sprite5 – Sprite11. This will give each
sprite its own copy. Then update EACH
corresponding script so the ‘Guess’ is set to the
correct value for that sprite. When you are finished,
no matter which button is pressed, the ‘Guess’ should
be updated appropriately. If all sprites guess ‘1’, you
haven’t done this properly. Test it to make sure!
Figure 3a
Figure 3b
Figure 3c
7. Page 7
PART 4: CHECKING A GUESS
Once there is a new guess, we need to check it against our real value. This will be the
job of our information sprite. Once a broadcast message has been sent indicating there
is a new guess, it will be the responsibility of the information sprite receive the message
and to act upon this information. It must inform the user if the guess is too high, too low,
or correct. This will require a 3-way decision making structure. We will create this by
using two if / else structures and nesting or placing one inside the other. Keep going …
RECEIVING MESSAGES
When I receive: Select Sprite12 (information) from
the Sprite List to make it the current sprite. We
need to create a new script to receive the
message ‘Check guess’. Plus, we need to
update our variable ‘count’ because each time
we check the new guess, obviously we need to
count that new guess towards our total guesses. Create the script in Figure 4a.
MAKING DECISIONS
If / else: The next outcome depends upon how the
‘Guess’ compares to the ‘Actual’ value. If
‘Guess’ is less than (<) ‘Actual’, we must display
‘Too Low’ (costume2) for a short time. Use
blocks from the , ,
and categories to
change the script from Figure 4a into that of
Figure 4b.
If ‘Guess’ is greater than (>) ‘Actual’, we must
display ‘Too High’ (costume1). Otherwise,
‘Guess’ must equal ‘Actual’ so display
‘Correct’ instead (costume3). The ‘else’
portion of the ‘if’ offers only one possibility.
We need two. In order to accomplish this, we
need to add another if / else block and nest
it inside of the first in the else portion.
Continue to modify the script from Figure 4b
into that of Figure 4c.
Figure 4a
Figure 4b
Figure 4c
8. Page 8
At this point, the game is playable. After clicking the green flag, you can make a
guess and, using the clues given, eventually guess the number. Test it and see
if it works.
PART 5: FINISHING UP
Since we kept track of the total guesses, it would be a good idea to convey this
information to the user. This is a good job for the cat – he can talk directly to the user.
It’s also good practice to officially end the game once it’s finished. Looking good …
TALKING TO THE USER
Broadcast: Select Sprite12 (information) from
the Sprite List to make it the current
sprite. We want to send a new message
when the answer is correct. Snap
to the else portion
of Figure 4c and update it by clicking the
down arrow and creating a new message called ‘Correct guess’. The updated
script will resemble Figure 5a.
When I receive: Select Sprite1 (the cat) from the
Sprite List to make it the current sprite. We
need to create a new script to receive the
message ‘Correct guess’. Create the script in
Figure 5b.
Join: Next, we can use the block from the category to
talk to the user. Since ‘Count’ keeps track of the total guesses and we want to
indicate how many guesses were made, we need to display the ‘Count’. But,
simply displaying a number is confusing. We should also show the word
‘guesses’ to make things clear.
To display two items at the same time, use
the block from the
category. For our message,
replace ‘hello’ with the variable ‘Count’
(drag and drop it in from the
palette) and ‘world’ with ‘ guesses’ (type it in). Now you should have created the
script in Figure 5c.
Test the game again and observe how the cat responds. We’re nearly done!
Figure 5a
Figure 5b
Figure 5c
9. Page 9
ENDING THE GAME
We purposefully chose to use the in Figure 5a so that we could
resume there once all tasks pertaining to the sent message had been accomplished. In
this case, the only task was for the cat to talk to the user. Once the cat is finished, the
script from Figure 5a will continue. At this point, all that’s left to do is inform the user
that the game is over.
Stopping all scripts: Select Sprite12
(information) from the Sprite List to make
it the current sprite once again. We need
to switch to the costume that says ‘Game
over’ and then stop all of the scripts.
Continue to modify Figure 5a to obtain
Figure 5d.
Play with the game and see what you think. How many guesses does it take you
in the best case? Worst case? On average?
PART 6: CHALLENGE WORK
What do you like about this game? How would you improve it? Now’s your chance…
To get full marks for this assignment, you need to upgrade this guessing game into
something less generic. You must implement AT LEAST ONE idea from the list below
although you can add other ideas of your own too. When you’re finished, electronically
submit this Scratch project for marking through Blackboard. Have fun!
IDEAS FOR IMPROVEMENT
1. Adding color: When the user clicks a button right now, there is a whirl effect
indicating it has been selected. In addition, give each button a different costume
so that when the button is clicked, it changes costume and then whirls. Ensure
that when the green flag is pushed, the original costume is reset.
2. Being polite: Right now, the cat simply says ‘# guesses’. This can be
improved. If there is only one guess, make the cat say something like ‘It took you
# guess.’. If two or more guesses have been made, the cat should say
something like ‘It took you # guesses.’.
3. More drama: The cat says his speech and he’s finished. Why not make him
show some excitement? Maybe he could move around (jump up and down or
turn in a circle), change his looks (color, size, position, etc), or even make some
noise (add a sound). Whatever you do, make sure that when the green flag is
clicked, he returns to his normal state.
References
1. Scratch v1.4: http://scratch.mit.edu/
Figure 5d