Maybe in the "Looks" section there could be a type of effect called "afterimage effect". When a sprite has an afterimage effect, it leaves a fading trail of itself when it moves. The higher the effect is set, the longer the trail takes to fade away. I wanted to give the final boss of "Superjetpacker+" an afterimage effect whenever he moved to make him look cooler, but I couldn't see any way to substitute an afterimage effect using other Scratch blocks.
Anyway, afterimage could open up another great variety of things to do with Scratch projects and it can make some games look more appealing.
What do you guys think? Does this seem like a cool idea?
Supporters (List may not be updated often):
Sausagefanclub
BanditRock16
Last edited by Sausagefanclub (2012-06-03 20:44:18)
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Ooh, this is an awesome idea I normall world make a) multiple sprites to do this, or b) add an affect where it stamps faded versions.
This would make games much more simple and easy to program, +1 without a doubt!
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Yes, but it would have to be different then the other
set [color v] effect to [0]blocks, because you would have to specify how many afterimages appear at once, the distance between them, and how long they appear for.
set [afterimage v] amount (5) distance (10) duration (7) tenths of a secondthen I support (and no rewording).
Last edited by TorbyFork234 (2012-06-03 20:50:23)
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You can just do that with transparent stamping and clones in 2.0, I think.
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TorbyFork234 wrote:
Yes, but it would have to be different then the other
set [color v] effect to [0]blocks, because you would have to specify how many afterimages appear at once, the distance between them, and how long they appear for.
If you can figure out a way to fix this bug above without doingset [afterimage v] amount (5) distance (10) duration (7) tenths of a secondthen I support (and no rewording).
What I mean is, when you increase the number the trail lasts longer before it fades completely, thus making the path itself longer. The trail will appear whenever a sprite moves (or maybe even if it changes its costume). It could look like one of the two options:
set afterimage effect to [1] secs
set [afterimage v] effect to [1]I hope this explanation is clear enough. Afterimage generally isn't too easy to explain anyway.
Last edited by Sausagefanclub (2012-06-04 20:28:23)
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Sausagefanclub wrote:
TorbyFork234 wrote:
Yes, but it would have to be different then the other
set [color v] effect to [0]blocks, because you would have to specify how many afterimages appear at once, the distance between them, and how long they appear for.
If you can figure out a way to fix this bug above without doingset [afterimage v] amount (5) distance (10) duration (7) tenths of a secondthen I support (and no rewording).What I mean is, when you increase the number the trail lasts longer before it fades completely, thus making the path itself longer. The trail will appear whenever a sprite moves (or maybe even if it changes its costume). It could look like one of the two options:
set afterimage effect to [1] secsset [afterimage v] effect to [1]I hope this explanation is clear enough. Afterimage generally isn't too easy to explain anyway.
Yes, but how many afterimages will there be appearing that trail along? What's the distance between them? And then, as you said, how long do they appear.
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TorbyFork234 wrote:
Sausagefanclub wrote:
TorbyFork234 wrote:
Yes, but it would have to be different then the other
set [color v] effect to [0]blocks, because you would have to specify how many afterimages appear at once, the distance between them, and how long they appear for.
If you can figure out a way to fix this bug above without doingset [afterimage v] amount (5) distance (10) duration (7) tenths of a secondthen I support (and no rewording).What I mean is, when you increase the number the trail lasts longer before it fades completely, thus making the path itself longer. The trail will appear whenever a sprite moves (or maybe even if it changes its costume). It could look like one of the two options:
set afterimage effect to [1] secsset [afterimage v] effect to [1]I hope this explanation is clear enough. Afterimage generally isn't too easy to explain anyway.Yes, but how many afterimages will there be appearing that trail along? What's the distance between them? And then, as you said, how long do they appear.
Oh, I didn't think about that.
I don't know how the distance would be controlled, but the amount of seconds it would take for the front of the path to finally fade away would be defined by the number input in the block. For example:
set [afterimage v] effect to (3)would mean that what is currently the front of the trail emitting from the sprite will become the back of the trail 3 seconds later.
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