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#1 2012-02-18 08:42:24

trekkie2000
Scratcher
Registered: 2009-02-15
Posts: 100+

A list of all my ideas

Instead of making 20 threads, Ill just stick them all in 1.
Ottava mark-Makes it easier to play higher sounds, also can be used for games.
Block: Change key by (X)
Use: Allows you to make the sounds generated by the computer to go up 1 note (Ex. X=8 would go up 1 octave)
Sync sounds-Sound projects sometimes lag, making them not match up right
Block: Sync with (Spritename)
Use: If the selected sprite has a sound playing, as does the current sprite, it will wait until that sprite makes its next note before playing its own next note, thus syncing them up.
Variable catagories- Makes it easier to sort variables so you can see which ones do what.
I've noticed when you have a game with a lot of variables, it gets difficult to keep track of them. What about this?
"Make new variable category"
And you can title it "Player one"
"Add new variable to category"
(pic here)
And your variables you be presented like this:

Player 1's variables
    (Player 1's) health
    (Player 1's) lives
    (Player 1's) points
Player 2's variables
   (Player 2's) health
   (Player 2's) lives
   (Player 2's) points
Other
   Time
   Level
   Etc
So when you set, say, player 1's health to visible, it would read "Health: X" not "Player 1's Health: X" This would be easier than just saying a variable for one sprite, because it's annoying to be making a multiplayer game where you want the hud to read
Player 1: Health: X Lives: X Points: X
And instead it reads
Player 1: Player 1's Health: X Player 1's Lives: X Player 1's Points: X
Balance point on center button- Makes it easier to restore balance to sprite costume
When you draw a costume, the balance point is, by default, on the center of the costume. However, if you move the balance, and then want it back in the center, you're forced to guess at where the center is. I think there should be a button, right next to the set balance point button, that restores the point to it's default center position
Slider increment adjustment- Allows you to change increments on slider! (No, duh!)
You want to make a game, say, with a slider. However, the game includes 1/2 increments on the slider. Scratch's sliders will only allow WHOLE increments... Unless, of course, you set the slider min to .9 instead one 1, and then you have all those annoying little .1 increments in between. I suggest that in the drop down menu for a slider variable, a "Change slider increment" option which allows you to set the increments from 1's to 2's, 1/2's of 1/10's. Much more convenient!
Render grid- Creates a grid for you using a pen. (Saves time and sprites)
Put in the side length of the grid (Ex. Render grid size (X), if X=5 it will renter a 5X5 grid)
and it will draw it out.
Show/Hide list- Self explanatory
Wait (Time) secs or until (Condition met)
Easier than the use of a timer and stuff

And finally, the ability to change variables from that ugly orange.

Last edited by trekkie2000 (2012-02-18 08:44:03)


"If life gives you lemons, sell lemonade for $.25...
...Sell antidote to poison in lemonade for $250" -Me

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#2 2012-02-18 10:03:33

Greenatic
Scratcher
Registered: 2009-05-03
Posts: 1000+

Re: A list of all my ideas

These are all great ideas and I support them all.  There are workarounds for some of them, specifically the octava mark, but it's still worth it.   big_smile

Last edited by Greenatic (2012-02-18 10:04:57)

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#3 2012-02-18 13:14:21

Mokat
Scratcher
Registered: 2011-12-08
Posts: 1000+

Re: A list of all my ideas

Great ideas! As Greenatic mentioned, there are workarounds for some of them, but they are still good ideas!  big_smile


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#4 2012-02-18 13:59:14

scimonster
Community Moderator
Registered: 2010-06-13
Posts: 1000+

Re: A list of all my ideas

trekkie2000 wrote:

Instead of making 20 threads, Ill just stick them all in 1.
Ottava mark-Makes it easier to play higher sounds, also can be used for games.
Block: Change key by (X)
Use: Allows you to make the sounds generated by the computer to go up 1 note (Ex. X=8 would go up 1 octave)
Sounds complicated. Also the next one.  hmm
Sync sounds-Sound projects sometimes lag, making them not match up right
Block: Sync with (Spritename)
Use: If the selected sprite has a sound playing, as does the current sprite, it will wait until that sprite makes its next note before playing its own next note, thus syncing them up.
Variable catagories- Makes it easier to sort variables so you can see which ones do what.
I've noticed when you have a game with a lot of variables, it gets difficult to keep track of them. What about this?
"Make new variable category"
And you can title it "Player one"
"Add new variable to category"
(pic here)
And your variables you be presented like this:

Player 1's variables
    (Player 1's) health
    (Player 1's) lives
    (Player 1's) points
Player 2's variables
   (Player 2's) health
   (Player 2's) lives
   (Player 2's) points
Other
   Time
   Level
   Etc
So when you set, say, player 1's health to visible, it would read "Health: X" not "Player 1's Health: X" This would be easier than just saying a variable for one sprite, because it's annoying to be making a multiplayer game where you want the hud to read
Player 1: Health: X Lives: X Points: X
And instead it reads
Player 1: Player 1's Health: X Player 1's Lives: X Player 1's Points: X
Hmm, I would just name it Player1_Health, but you still have the readout problem. But you could name it Player 1: Health:. Mixed thoughts.
Balance point on center button- Makes it easier to restore balance to sprite costume
When you draw a costume, the balance point is, by default, on the center of the costume. However, if you move the balance, and then want it back in the center, you're forced to guess at where the center is. I think there should be a button, right next to the set balance point button, that restores the point to it's default center position
Yeah. Except maybe instead of a whole button, that could be what happens if you shift or ctrl-click the button.  smile
Slider increment adjustment- Allows you to change increments on slider! (No, duh!)
You want to make a game, say, with a slider. However, the game includes 1/2 increments on the slider. Scratch's sliders will only allow WHOLE increments... Unless, of course, you set the slider min to .9 instead one 1, and then you have all those annoying little .1 increments in between. I suggest that in the drop down menu for a slider variable, a "Change slider increment" option which allows you to set the increments from 1's to 2's, 1/2's of 1/10's. Much more convenient!
Agreed.
Render grid- Creates a grid for you using a pen. (Saves time and sprites)
Put in the side length of the grid (Ex. Render grid size (X), if X=5 it will renter a 5X5 grid)
and it will draw it out.
Seems like a lot of work.  hmm
Show/Hide list- Self explanatory It's "on their list".  smile
Wait (Time) secs or until (Condition met)
Easier than the use of a timer and stuff Just use the timer; what's the big deal.

And finally, the ability to change variables from that ugly orange. A must!

My ideas in red.

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#5 2012-02-18 14:41:15

Greenatic
Scratcher
Registered: 2009-05-03
Posts: 1000+

Re: A list of all my ideas

@Scimonster: The octava mark isn't complicated at all.  To use Squeak terms, create an instance variable for each sprite/the stage called "key".  When initialized, set it to 0.   Use that block to change it.  Then just revise the code for the play note block to add key to the value.

And if he/she means for it to affect the pitch of imported sound, then do the same thing with the instance variable, and just make the frequency higher.

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#6 2012-02-19 11:53:35

mitchboy
Scratcher
Registered: 2011-11-29
Posts: 59

Re: A list of all my ideas

What scimonster said. I get the octava mark (maybe because I play piano) but the sync sounds confuses me. I like the variable category part, though I think it's already been suggested, and the balance point and slider increment suggestions (I think that's already been suggested too). For the fruit on my Pac-Man game, I would use something like this:

when gf clicked
wait (15) secs
show
set (time left) to (timer)
wait until <<touching [Pac-Man v]?>or<(round ((time left)-(timer)))=(15)>>
hide

Last edited by mitchboy (2012-02-23 09:40:03)


Quote of the week: "I am NOT being DRAMATIC!" ~Looney Tunes
Check out my newest game here!

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#7 2012-02-19 12:25:12

scimonster
Community Moderator
Registered: 2010-06-13
Posts: 1000+

Re: A list of all my ideas

mitchboy wrote:

mitchboy wrote:

mitchboy wrote:

What scimonster said. I get the octava mark (maybe because I play piano) but the sync sounds confuses me. I like the variable category part, though I think it's already been suggested, and the balance point and slider increment suggestions (I think that's already been suggested too). For the fruit on my Pac-Man game, I would use something like this:

when gf clicked
wait (15) secs
show
set (time) to (timer)
wait until <<touching [Pac-Man]?>or<(round ((time left)-(timer)))=[15]>>
hide

Whoops. Note: It's supposed to be time, not time left.

I still fail.

Is that what you wanted?

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#8 2012-02-19 13:14:23

trekkie2000
Scratcher
Registered: 2009-02-15
Posts: 100+

Re: A list of all my ideas

scimonster wrote:

My ideas in red.

What did you mean by your comment on the show list option? "On their list?"


"If life gives you lemons, sell lemonade for $.25...
...Sell antidote to poison in lemonade for $250" -Me

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#9 2012-02-19 13:38:41

Greenatic
Scratcher
Registered: 2009-05-03
Posts: 1000+

Re: A list of all my ideas

trekkie2000 wrote:

scimonster wrote:

My ideas in red.

What did you mean by your comment on the show list option? "On their list?"

I believe it's already planned.   smile

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#10 2012-02-19 13:41:43

mitchboy
Scratcher
Registered: 2011-11-29
Posts: 59

Re: A list of all my ideas

scimonster wrote:

mitchboy wrote:

mitchboy wrote:


Whoops. Note: It's supposed to be time, not time left.

I still fail.

Is that what you wanted?

Yes.


Quote of the week: "I am NOT being DRAMATIC!" ~Looney Tunes
Check out my newest game here!

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