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#26 2012-06-02 22:03:01

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

OK... So, I need fresh ideas for blocks.


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#27 2012-06-02 22:04:00

jvvg
Scratcher
Registered: 2008-03-26
Posts: 1000+

Re: Ignition Mod Official Thread

You don't need fresh ideas, but you need fresh code.


http://tiny.cc/zwgbewhttp://tiny.cc/e1gbewhttp://tiny.cc/zygbewhttp://tiny.cc/izgbew
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#28 2012-06-02 22:05:13

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

Oh, well, it's basically the same thing.


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#29 2012-06-02 22:06:32

jvvg
Scratcher
Registered: 2008-03-26
Posts: 1000+

Re: Ignition Mod Official Thread

If the block exists in another mod, and you get the idea from there, it's fine as long as you program it yourself.  smile


http://tiny.cc/zwgbewhttp://tiny.cc/e1gbewhttp://tiny.cc/zygbewhttp://tiny.cc/izgbew
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#30 2012-06-02 22:07:44

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

No, no, I like fresh ideas. Got any?


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#31 2012-06-02 22:08:01

jvvg
Scratcher
Registered: 2008-03-26
Posts: 1000+

Re: Ignition Mod Official Thread

No, sorry. I used all of them in Insanity.  tongue

Edit: Wait, I'm not posting on the "Mod Question" thread anymore. Wow, I'm stupid for not noticing that...  tongue

Last edited by jvvg (2012-06-02 22:08:50)


http://tiny.cc/zwgbewhttp://tiny.cc/e1gbewhttp://tiny.cc/zygbewhttp://tiny.cc/izgbew
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#32 2012-06-02 22:11:20

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

Well, how about an unique feature?


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#33 2012-06-02 22:15:10

jvvg
Scratcher
Registered: 2008-03-26
Posts: 1000+

Re: Ignition Mod Official Thread

You could try a way to parse XML or [scratchblocks] or something like that, if that's not too hard...that would be awesome if you could do it.


http://tiny.cc/zwgbewhttp://tiny.cc/e1gbewhttp://tiny.cc/zygbewhttp://tiny.cc/izgbew
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#34 2012-06-03 12:22:54

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

I'll try.  smile


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#35 2012-06-03 13:14:21

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

chanmanpartyman wrote:

To get rid of watchers for new variables/booleans, go to Scratch-Blocks>CommandBlockMorph>private>canBecomeWatcher and insert key words where it says "selector asString findAnySubStr: #('mouse' 'key' 'touching' 'distance' ) "
And I forgot to put this in Stack

Code:

('run code: %s' #- #runCode:)

Code:

runCode: t1 
    ^ Compiler
        evaluate: t1
        for: self
        logged: false

And I'm working on a multiline text insert morph.

What is this?


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#36 2012-06-03 13:17:14

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

There's only one question. Where do you enter the code? It's like a blank area, isn't it?


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#37 2012-06-03 14:43:03

XenoK
Scratcher
Registered: 2011-09-08
Posts: 1000+

Re: Ignition Mod Official Thread

http://i1049.photobucket.com/albums/s385/xenokstudios/igniton.png

woops, forgot an i

Last edited by XenoK (2012-06-03 14:55:42)


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#38 2012-06-03 14:58:42

XenoK
Scratcher
Registered: 2011-09-08
Posts: 1000+

Re: Ignition Mod Official Thread

fixed logo:

http://i1049.photobucket.com/albums/s385/xenokstudios/igniton-1.png


Eternity Tasks has launched into Alpha One! http://tasks.eternityincurakai.com/EI%20projects.png

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#39 2012-06-03 15:10:32

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

OK.  smile  I like it.


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#40 2012-06-03 15:14:20

XenoK
Scratcher
Registered: 2011-09-08
Posts: 1000+

Re: Ignition Mod Official Thread

I'm glad!  I'm still getting used to my new graphics tablet, tho.


Eternity Tasks has launched into Alpha One! http://tasks.eternityincurakai.com/EI%20projects.png

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#41 2012-06-03 15:29:27

XenoK
Scratcher
Registered: 2011-09-08
Posts: 1000+

Re: Ignition Mod Official Thread

I'm going to list all of my ideas for blocks:

• connect to database ()
• disconnect from database ()
• write () to database ()
• create new table on database ()
• retrieve () from database ()
• create variable ()
• create list ()
• delete variable ()
• delete list ()
• add contents of list () to database ()
• print line ()
• add variable () to database ()
• when I recieve () from server ()
• connect to server ()
• disconnect from server ()
• create file () with contents ()
• open file ()
• write () to file ()
• delete file ()
• encrypt file ()
• save to file ()
• when red stop sign clicked,
• execute code: () of type () [java, C#, Python, etc.]
I think that's it for now...


Eternity Tasks has launched into Alpha One! http://tasks.eternityincurakai.com/EI%20projects.png

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#42 2012-06-03 20:04:38

chanmanpartyman
Scratcher
Registered: 2011-05-30
Posts: 500+

Re: Ignition Mod Official Thread

coolhogs wrote:

chanmanpartyman wrote:

To get rid of watchers for new variables/booleans, go to Scratch-Blocks>CommandBlockMorph>private>canBecomeWatcher and insert key words where it says "selector asString findAnySubStr: #('mouse' 'key' 'touching' 'distance' ) "
And I forgot to put this in Stack

Code:

('run code: %s' #- #runCode:)

Code:

runCode: t1 
    ^ Compiler
        evaluate: t1
        for: self
        logged: false

And I'm working on a multiline text insert morph.

What is this?

It runs the smalltalk code that you enter.

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#43 2012-06-03 20:06:30

chanmanpartyman
Scratcher
Registered: 2011-05-30
Posts: 500+

Re: Ignition Mod Official Thread

coolhogs wrote:

There's only one question. Where do you enter the code? It's like a blank area, isn't it?

When you click on the category,

Code:

message selector and argument names
    "comment stating purpose of message"

    | temporary variable names |
    statements

should appear highlighted. That's where you enter your code.

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#44 2012-06-04 14:56:22

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

Ignition Progress
Logo: 100% done
Default Sprite: 100% done
Get Done With Learning Smalltalk: 50% done
Make Blocks: 3% done


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#45 2012-06-04 14:58:08

rleyfield
Scratcher
Registered: 2011-11-06
Posts: 35

Re: Ignition Mod Official Thread

when is ignition going to be released
?


PS3 and PSP Username: REDWILD2113 look out for me on LittleBIGPlanet 2 (PS3) LittleBigPlanet Portable (PSP)

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#46 2012-06-04 15:00:26

rleyfield
Scratcher
Registered: 2011-11-06
Posts: 35

Re: Ignition Mod Official Thread

http://i1049.photobucket.com/albums/s385/xenokstudios/igniton.png
looks cool!


PS3 and PSP Username: REDWILD2113 look out for me on LittleBIGPlanet 2 (PS3) LittleBigPlanet Portable (PSP)

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#47 2012-06-04 15:02:32

rleyfield
Scratcher
Registered: 2011-11-06
Posts: 35

Re: Ignition Mod Official Thread

I Wanna mod scratch, how do I do it?


PS3 and PSP Username: REDWILD2113 look out for me on LittleBIGPlanet 2 (PS3) LittleBigPlanet Portable (PSP)

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#48 2012-06-04 15:04:53

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

rleyfield wrote:

when is ignition going to be released
?

If I add as many blocks as I think I will, it should be released in 2013.


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#49 2012-06-04 15:41:24

chanmanpartyman
Scratcher
Registered: 2011-05-30
Posts: 500+

Re: Ignition Mod Official Thread

coolhogs wrote:

rleyfield wrote:

when is ignition going to be released
?

If I add as many blocks as I think I will, it should be released in 2013.

I think you are exaggerating. I'd put late October or something, since that is more reasonable. I doubt it will take 6+ months.

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#50 2012-06-04 15:49:02

coolhogs
Scratcher
Registered: 2011-07-26
Posts: 1000+

Re: Ignition Mod Official Thread

OK. October, then.


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