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This might belong in all about scratch or project ideas, move if needed...
Anyway, I was wondering what do people think is the most difficult genre of game to create in scratch (2D, if you include 3D it's just not fair).
Votes:
Tower defense: 2
RPG: 0
FIghting game (like SSBB): 0
Adventure (no real freedom kind of thing, like archknight's adventure): 0
Shooter: 0
Text based: 0
One sprite one script platformer: 1
And then votes for what is most likely to cause the disappearing blocks glitch (EXTREMELY long scripts needed to work):
Tower defense: 0
RPG: 0
FIghting game (like SSBB): 0
Adventure (no real freedom kind of thing, like archknight's adventure): 0
Shooter: 0
Text based (one sprite one script): 1
One sprite one script platformer: 1
TD games are actually sorta complicated when it comes to projectiles, health, not making it too boring etc.
Last edited by juststickman (2010-03-19 14:45:04)
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Space War 4 is probably the hardest I have ever worked...
..but I think 1sprite 1script platformers are hardest.
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Every one of those games has the potential to be very hard to make in scratch. It all depends on how many features you put in.
To make most of those games you would have to cut corners on everything and make it very simplistic compared to commercial games.
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illusionist wrote:
Space War 4 is probably the hardest I have ever worked...
..but I think 1sprite 1script platformers are hardest.![]()
1 sprite 1 script platformers? I'll add that to the list...
Although I think they're pretty simple, the hard part is reducing lag.
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illusionist wrote:
Space War 4 is probably the hardest I have ever worked...
..but I think 1sprite 1script platformers are hardest.![]()
They are not so hard. The sprite stamps the stage and plays the level. What is hard about that?
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All of them are very easy - except I haven't tried making some of them. FPS is always a limit - but doesn't make something harder to make.
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RHY3756547 wrote:
All of them are very easy - except I haven't tried making some of them. FPS is always a limit - but doesn't make something harder to make.
Frames per second or first person shooter?
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I think a game with a working, rolling ball would be the hardest to make.
Last edited by Ace-of-Spades (2010-02-15 15:54:51)
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A first person shooter. I think I know how to make some of it's features but I've never tried them... I will try now
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technoguyx wrote:
A first person shooter. I think I know how to make some of it's features but I've never tried them... I will try now
![]()
True first person shooters are impossible in scratch, only a rail-shooter is possible.
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What's a rail shooter?
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Ace-of-Spades wrote:
What's a rail shooter?
To my knowledge it's a fps without free camera rotation.
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juststickman wrote:
RHY3756547 wrote:
All of them are very easy - except I haven't tried making some of them. FPS is always a limit - but doesn't make something harder to make.
Frames per second or first person shooter?
Frames per second.
demosthenes wrote:
True first person shooters are impossible in scratch, only a rail-shooter is possible.
No, they are possible. The end result, though, will not be playable.
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demosthenes wrote:
Ace-of-Spades wrote:
What's a rail shooter?
To my knowledge it's a fps without free camera rotation.
No, it's a FPS where you use a rail gun
No, it's a first person shooter where you don't get to move, all you do is shoot and hide
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I've see FPS's that allow full rotation, and FPS' that allow movement but only facings of N, S, E or W, but both together would be extrememly difficult.
However, due to the sheer number of sprites required, I suggest that a true tower defence game would be the hardest, due to the number of sprites required.
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The 3D Shooter I was making requires about 4 times 30 backgrounds. But I don't know which lags more, in terms of sprite vs. backgrounds.
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Ace-of-Spades wrote:
The 3D Shooter I was making requires about 4 times 30 backgrounds. But I don't know which lags more, in terms of sprite vs. backgrounds.
Sprites lag a lot more than backgrounds.
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juststickman wrote:
demosthenes wrote:
Ace-of-Spades wrote:
What's a rail shooter?
To my knowledge it's a fps without free camera rotation.
No, it's a FPS where you use a rail gun
No, it's a first person shooter where you don't get to move, all you do is shoot and hide
Wikipedia wrote:
"Rail shooters" limit the player to moving around the screen while the game follows a specific route . . .
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Good. Can someone give the link to a 3D Shooter that lets you move?
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I made a semi Td Game, and an adventure, along with an SSBB game at one point. (Different account)
I think that SSBB and First Person Shooters are hard, simple because they require grunt programming, which is extremyl hard.
(Lots of the same stuff, takes forever, and is not complex at all.)
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demosthenes wrote:
technoguyx wrote:
A first person shooter. I think I know how to make some of it's features but I've never tried them... I will try now
![]()
True first person shooters are impossible in scratch, only a rail-shooter is possible.
I think it's possible using pseudo-3D (like Wolfenstein 3D did) instead of real 3D rendering. I'm thinking about making a 2D map, and some kind of system to stamp anything in the player's line of sight. It might be really laggy though.
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Wolfenstein 3D used a technique called ray casting.
A good example of ray casting on scratch is here http://scratch.mit.edu/projects/S65/132779
As you can see it is too slow to be useful for something like a game.
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I am going to give my own views on the difficulty of each type of game. I will also assume that when making a game you intend for it to run quickly enough for people to play it.
Tower defense
-Very difficult because it is very resource intensive. You have tons of enemies and towers of towers searching for enemies to fire at. The general scripts to make it are also moderately difficult to write. The only way I can see this work in scratch is if it is scaled down.
RPG
-Not very resource intensive at all, which means that a full RPG game be made in scratch. However, due to the lack of saving RPGs in scratch must be scaled down in order for it to be beaten in one sitting (unlike most RPGs) or use some sort of cumbersome saving system. This kind of game can be moderately difficult or harder to script depending on how the battle engine works.
FIghting game (like SSBB)
-This is hard to say since they are many types of fighting games and SSB is not a standard fighting game. The difficulty in making these can range from very easy to extremely difficult. With a basic fighting game you have 2 character with 2 moves that can move and punch each other to reduce HP until one dies. With a complex fighting game (such as SSBB) you must consider many variables including, hit boxes, directional influence, frame specific timing, dynamic environments, teching off surfaces, combos, and more. Clearly, a perfect SSB clone is not possible in scratch but simpler fighters are doable.
Adventure (no real freedom kind of thing, like archknight's adventure)
-One of the easiest to make in scratch. Difficultly of making these games in scratch is generally easy but in many cases with more capable languages making these is moderately difficult because of all the features (like fancy pants adventure).
Shooter
-Shooter, is a very broad term. It can range from clicking the target games to full first person shooters. Making first person shooters are not possible, but making click to shoot games or adventure type games with shooting players is possible and not very difficult.
Text based
-Varies entirely on how the game is programmed. Since this type of game is not demanding on resources full text based games can be made.
One sprite one script platformer
-See above review for platformer but add in a gimmick. This works well when only the player is moving and gets more difficult as you try to have more things moving.
Last edited by archmage (2010-02-16 12:04:00)
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archmage wrote:
I am going to give my own views on the difficulty of each type of game. I will also assume that when making a game you intend for it to run quickly enough for people to play it.
Tower defense
-Very difficult because it is very resource intensive. You have tons of enemies and towers of towers searching for enemies to fire at. The general scripts to make it are also moderately difficult to write. The only way I can see this work in scratch is if it is scaled down.
I've created a tower defense engine (still working on it) that won't lag until about 50-60 towers.
Does that count as scaled down? (just wondering, although the shot rendering hasn't been implemented yet)
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