This is a video preview of the digital clock series which include a model for Excel 2003 a second model for Excel 2007 or 2010 a tutorial #1 and a tutorial #2.
This section of the tutorial explains how to add sounds to the Pong game created previously. There are four types of sound effects: collision with the walls, collision with the bats, missed ball by the player (crowd laughter) and missed ball by the virtual opponent (crowd applause).
In this part of the tutorial, the analysis of the ball movement is continued. The effects of the collision events are introduced in the equations of movement.
In this part of the tutorial the analysis of the ball movement is taken farther, to include such effects as bouncing off the walls of the court and collision with the bats.
In this tutorial (which is a continuation of part#2) the kinematics of the ball starts being implemented. Two new macros are being introduced, the “Serve” macro and the “Play” macro.
In this section two bats are created (the opponent’s bat and the player’s bat). The player’s bat movements are controlled by the vertical mouse movement. The geometry of movement, placement and charting of the bats are explained.
This post contains the first part of a series of tutorials demonstrating how to build a lively game of Pong in Excel. The section deals with the bat movement VBA macro, and plotting the “court” or “tennis-table” on a 2D scatter chart.
Most of the models on this blog are designed for Excel 2003 or earlier versions. Sometimes however, Excel 2007 or 2010 are the only versions available even though they might be far slower when running these models. This presentation is an introduction to Excel 2007 and it was suggested to me by one of my readers.
Hi guys, here is the final part of tutorial about creating a digital clock in Excel. It is a good tutorial about general use of sprites in animation, especially the first half. Tell us your thoughts. George
Hi guys, this is part #1 of a tutorial showing how to generate sprites used in a digital clock model. Sprites are typically simplified images (usually two-dimensional) which are used to replace complex but remote 3D-objects in an image. When an object is far away from the viewer a three-dimensional representation is not necessary since the eye cannot see all the details, therefore the object is replaced with a much simple object…