when I first got scratch on my computer I had NO CLUE what the operators and variables did so i ignored them till my BFF explained the whole thing I made a project that totally would have needed variables.
Last edited by poppy640 (2010-03-05 07:34:36)
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I didn't use brodcast blocks (insert gasp here)
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When I first started programming I used numbered variables (ie. item1,item2...) instead of arrays.
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archmage wrote:
When I first started programming I used numbered variables (ie. item1,item2...) instead of arrays.
So did I.
My first thing I did on scratch, was make a project, with the text:
can anyone give me a good tutorial on how to do this scratch thing?
Then my friend "Tickles" explained to me, and I deleted that project. xP
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Oh, so I didn't view your first project.
This is sort of like one of the Text-Based Games... but it's slightly different, so I'll let it pass.
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Actually, this is like the game "When we were young and stupid" in the TBG... except without the rating.
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I didn't use fade transitions.
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Collision sprites.
You know, those sprites around a character for collision detection?
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throughthefire wrote:
I didn't use brodcast blocks (insert gasp here)
I abused the broadcast block and ended up having hundreds of scripts when i could have used 2 variables and have like 40 scripts
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juststickman wrote:
Collision sprites.
You know, those sprites around a character for collision detection?
I never ever used them and never will.
I don't need them.
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juststickman wrote:
Collision sprites.
You know, those sprites around a character for collision detection?
I still use those.
Archmage used those...
But I has discovered better way!
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I used this script for movement:
[blocks]
<when[ left arrow ]key pressed>
<change x by( -10
[/blocks]
Instead of this script:
<when green flag clicked>
<forever>
<if><key[ left arrow ]pressed?>
<change x by( -10
<wait( 0.1 )secs>
<end>
<end>[/blocks]
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For a really long time i couldn't really write my own scripts in scratch, and I would have to search the scratch site for jump, shoot, and move scripts. Now I make my own, although i still can't get proper wall detection.
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illusionist wrote:
juststickman wrote:
Collision sprites.
You know, those sprites around a character for collision detection?I still use those.
Archmage used those...
But I has discovered better way!![]()
I discovered a better way a long time ago bwoy.
Archmage thinks it is slower for some reason, but it isn't because less sprites move that way (less lag) and you get perfect bounding box collision if done right.
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RHY3756547 wrote:
illusionist wrote:
juststickman wrote:
Collision sprites.
You know, those sprites around a character for collision detection?I still use those.
Archmage used those...
But I has discovered better way!![]()
I discovered a better way a long time ago bwoy.
Archmage thinks it is slower for some reason, but it isn't because less sprites move that way (less lag) and you get perfect bounding box collision if done right.
Does it involve one sprite?
If so, does it involve a sensor costume?
I figured it out when I made my Deteriobot.
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Jonathanpb wrote:
Oh, so I didn't view your first project.
![]()
This is sort of like one of the Text-Based Games... but it's slightly different, so I'll let it pass.
Yeah.
But my first completed project that did something; I count that as my first. xD
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We spelled "amateurs" wrong.
(I'm only kidding.)
I didn't use broadcast blocks @ all
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illusionist wrote:
RHY3756547 wrote:
illusionist wrote:
I still use those.
Archmage used those...
But I has discovered better way!![]()
I discovered a better way a long time ago bwoy.
Archmage thinks it is slower for some reason, but it isn't because less sprites move that way (less lag) and you get perfect bounding box collision if done right.Does it involve one sprite?
If so, does it involve a sensor costume?
I figured it out when I made my Deteriobot.![]()
No sensor costume. Unless your character is irregularly shaped, at which point you yould use a black only bounding box sensor.
And yeah - one sprite. Used in my recent games.
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RHY3756547 wrote:
illusionist wrote:
juststickman wrote:
Collision sprites.
You know, those sprites around a character for collision detection?I still use those.
Archmage used those...
But I has discovered better way!![]()
I discovered a better way a long time ago bwoy.
Archmage thinks it is slower for some reason, but it isn't because less sprites move that way (less lag) and you get perfect bounding box collision if done right.
Well the whole process is more complicated. You move in every direction to see where you are not touching walls and this takes quite a bit of processing power. Even if it is more efficient (there would be a very slight difference in any case) I still prefer using sprites for simplicity.
Last edited by archmage (2010-03-21 17:03:54)
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archmage wrote:
RHY3756547 wrote:
illusionist wrote:
I still use those.
Archmage used those...
But I has discovered better way!![]()
I discovered a better way a long time ago bwoy.
Archmage thinks it is slower for some reason, but it isn't because less sprites move that way (less lag) and you get perfect bounding box collision if done right.Well the whole process is more complicated. You move in every direction to see where you are not touching walls and this takes quite a bit of processing power. Even if it is more efficient (there would be a very slight difference in any case) I still prefer using sprites for simplicity.
Actually, the player doesn't even move more times than the player sprite of one with a hitbox. Also, I think I know how my own method works, thank you very much.
My method moves x and y velocity normally. NOW - straight after it moves x velocity it runs a collision script, and only if there is a collision does it move once again, which would be moving backwards creating an effect like Paddle2See's Last Good position technique. It does this with y velocity.
The total movement count when no collisions occur is 2 blocks (x&y). When collisions occur another one to two (to move back) occur.
With hit-tests, however the total movement count is 5 blocks (10 if you count X and Y separately like with my collision test). The player moves x and y velocity, and the 4 hit tests follow it, causing a bigger hit in performance.
Also, there are drawbacks to having 4 moving sensor sprites ghosted, as they create quite a performance hit that you wouldn't really expect. Back in the scratch Olympics I noticed that as soom as I added ghosted hit-tests, BAM, performance hit. Less sprites means less bulk, too. I can hardly find my way through people's 100 sprite monster games.
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I joined when I was 7 and didn't learn to use broadcasts until I turned 9.
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