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    <title>RushJet's Recent Projects</title> 
    <link>http://scratch.mit.edu/feeds/getRecentUserProjects/153293</link> 
    <description>Recent Projects Feed for RushJet</description> 
    <language>en-us</language> 
    <pubDate>Thu, 26 Nov 2009 16:52:04 GMT</pubDate> 
    <docs></docs> 
    <generator>CakePHP</generator> 
    <managingEditor>Han and Andres</managingEditor> 
    <webMaster>genghisu</webMaster> 
	
     
    <item> 
      <title>Tanx_v1.1</title> 
      <link>http://scratch.mit.edu/projects/RushJet/258679</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/RushJet/258679_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;CONTROLS:Tank Azul:  forward (w), reverse (s), turn left (a), turn right (d), turret left (c), turret right (b), shoot (v).Tank Rojo:  forward (i), reverse (k), turn left (j), turn right (l), turret left (left arrow), turret right (right arrow), shoot (down arrow).Accomplishments through v0.5:*locational relationship between base &amp; turret*independent operation of base, turret, and projectile*event-triggered constraints for command use*solved sequencing issues with sequentially triggered broadcasts: first sets variables, second begins operation*sound!sAccomplishments through v1.0:*multiplayer game developed*controls changed to half-keyboard and no mouse (can't have mouse if there are two players and one mouse)*strange blessing: only the newest key struck registers, requiring players to &quot;button-mash&quot; to keep moving, thus increasing excitement and competitiveness (and hopefully entertainment value)*functional flow allows for series of games*projectile collision recognition*and finally, A POINT TO THE GAME! lolAccomplishments thru v1.1*impliment game overhead*multiple boards*barriers stop shells, hurt tanks; shells bounce off wallWhere from here?:*game menu*multiple game modes*powerups*upgraded barriers/terrain*updated graphics (perhaps)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/RushJet/258679_sm.png</imagelink>
    </item> 
     
    <item> 
      <title>Tanx_v1.0</title> 
      <link>http://scratch.mit.edu/projects/RushJet/258056</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/RushJet/258056_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;CONTROLS:Tank Azul:  forward (w), turn left (a), turn right (d), turret left (q), turret right (e), shoot (s).Tank Rojo:  forward (8), turn left (4), turn right (6), turret left (7), turret right (9), shoot (5).Accomplishments through v0.5:*locational relationship between base &amp; turret*independent operation of base, turret, and projectile*event-triggered constraints for op use*solved sequencing issues with sequentially triggered broadcasts: first sets variables, second begins operation*sound!Accomplishments through v1.0:*multiplayer game developed*controls changed to half-keyboard and no mouse (can't have mouse if there are two players and one mouse)*strange blessing: only the newest key struck registers, requiring players to &quot;button-mash&quot; to keep moving, thus increasing excitement and competitiveness (and hopefully entertainment value)*functional flow allows for series of games*projectile collision recognition*and finally, A POINT TO THE GAME! lolWhere from here?:*game menu*multiple game modes*powerups*barriers/terrain*updated graphics (perhaps)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/RushJet/258056_sm.png</imagelink>
    </item> 
     
    <item> 
      <title>Tanx_v0.5 motion_test</title> 
      <link>http://scratch.mit.edu/projects/RushJet/258023</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/RushJet/258023_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Accomplishments thus far:*locational relationship between base &amp; turret*independent operation of base, turret, and projectile*event-triggered constraints for op use*solved sequencing issues with sequentially triggered broadcasts: first sets variables, second begins operation</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/RushJet/258023_sm.png</imagelink>
    </item> 
     
    <item> 
      <title>ChiefSlots</title> 
      <link>http://scratch.mit.edu/projects/RushJet/257332</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/RushJet/257332_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;This operates off a list of costume names, randomly selected into a variable and then set by variable. Later I found costumes were a variable themselves, so it decides &quot;Jackpot&quot; winners with a compare of costume. Two sequential broadcasts ensure timing. 

The &quot;Jackpot&quot; isn't showing/hiding (unlike on my laptop..), so don't think you're losing EVERY time.. just most =P</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/RushJet/257332_sm.png</imagelink>
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    <item> 
      <title>ChiefMoveTest</title> 
      <link>http://scratch.mit.edu/projects/RushJet/256639</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/RushJet/256639_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;*note*: the character frollicks upon keystroke when tested on my laptop. Try DLing and testing in editor. 

Testing functionality of sprite movement. Use the following: A - move left D - move right To improve this, either separate variables should be used for each key, or a broadcast &quot;pause&quot; between strokes. And more costuming =)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/RushJet/256639_sm.png</imagelink>
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