roijac wrote:
did you remove the 'stamp transparent' completely or just from public alpha?
To minimize the number of blocks, we decided that the "stamp" block should use the "alpha" from the "ghost" graphic effect block. That is, if you set "ghost" effect to 50 and then stamp, the sprite will be stamped 50% transparent.
That's consistent with stamping with other other graphic effects, such as the color effect.
This hasn't yet been implemented yet, so it doesn't work in the current alpha, but it will work in the release version.
Last edited by johnm (2012-05-17 20:53:11)
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Marblypup wrote:
Thanks for the info, johnm, on how to add inputs to custom blocks.
I've just written a script that draws a Hilbert curve. It's a pity I can't share it.
If you make a project you like, you can use the "More" menu to save a copy on your local disk. While some things may change between now and the final release and you might need to update your scripts, there is a very good chance that any projects created with this version of Scratch will be openable with the release version.
For now, I've been using ".sb2" as the extension for my Scratch 2.0 projects to tell them apart from Scratch 1.x projects. I'm not sure what extension we'll end up using for the release version but if it's different, it's easy enough to rename your files.
You can also use the "More" menu to load a project from your local disk.
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This new scratch sounds awesome!!!!!!!!
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You can get block inputs by typing one of the following things into the name of a new block:
%b - boolean input
%c - color input
%d - ??
%m - variable input
%n - number input
%s - text
Sadly you can't use them as there is no variable name for them.
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I think that cloud data is great - but I can imagine someone using it for innapropiate reasons (recording Scratcher's private data).
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Mokat wrote:
samurai768 wrote:
There needs to be a hide show list block! I just noticed it still wasn't there Sorry if someone already said that
+ OVA 9000
You can choose lists from the show/hide variable blocks to show/hide them.
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sdg1 wrote:
It's great that you are thinking about a username reporting block . We thought about it during our design process, and decided not to go with it, mainly for a couple of reasons.
One reason is privacy - with a username block, a Scratcher may be able to record every action that other Scratchers take on his project (for example, every click), and sometimes this can be done without the other Scratchers knowing that they are being recorded.
Another reason is that we do not want code that is specifically tailored for someone in the community - one could easily have a project that says something inappropriate for a specific user through a if block:when gf clicked if <(username) = [sdg1]> be mean else act normal endConsidering these possible drawbacks, we decided not to implement the username block, though we agree with you that username blocks will make things much easier for certain type of projects.
Couldn't the user be asked at the beginning of a project if they wished to log in to the game (have their username used?), and if not then set username to [ ] same as if the player isn't logged in or is playing offline? Then the player can decide if their actions may be logged.
Regarding the second issue, this can be done even now - with the ask blocks. For example at the start if a game - ask choose a name. If letter 1 of answer is P, say something mean about names beginning with P. The username variable could be policed in the same way the issue I just mentioned would be already, with 0 tolerance.
As far as I see, I agree that this addition of a username fixed variable would be incredibly useful in creating a high score leader board with cloud data with the only potential issues either being easily sorted or already a potential issue.
As BoltBait said, when it asks for your name to use a leader board with cloud data and someone writes an inappropriate word which now everyone sees on the leader board - who's fault is it when the project is taken down? If it sets itself to username with the players permission it can be policed in the same way usernames already are.
Last edited by Prestige (2012-05-18 07:15:29)
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slayerrobe7 wrote:
Jem12 wrote:
WOW I haven't seen 2.0 prototype but reading "video sensing" is really bringing up my Curiosity (but curiosity killed the scratch cat ) Also Just A quick Question- will we still be able to view old projects on the website or just new ones? + can we still create projects like the old(ish) ones. Thanks.
do you know the rest of the phase
curiosity killed the cat but satisfaction brought her back.
off-topic-this comes from two mythical gods (curiosity and satisfaction) curiosity is evil god of cats and satisfaction is the good god of cants
The scratch cat is a girl???
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My favorite thing in the update is the cloning tool so please hurry up and let me use it :-)
Also the new make a block looks very cool. I usually use a real programming language called Python but because of this update it should bring me to start using scratch a lot more.
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macmanfan wrote:
how do imake the custom blocks do something?
Add blocks to the bottom of the define block.
ZippyZak wrote:
When I make a custom block for one sprite I con't use it on any other!
Drag the define block into another sprite.
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johnm wrote:
pent9 wrote:
This is really great, but somewhat dissapointing. There are still no hide/show list blocks, or hide/show mouse blocks. I don't need to hide the mouse, that would only be for replacing it with a different design, but hiding and showing lists means the world to me.
Lists now appear in the "hide varilable/show variable" blocks, so you can use those blocks to hide and show lists.
Yes, I know that, but as of right now they don't work. I could be doing something wrong, or the prototype could be glitchy.
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I still don't know what (video [direction] on []) would do... Through messing with the block I found out that video [motion] detects how much movement is happening in the whole Stage or the space occupied by an sprite, as the name implies, but what exactly does video [direction] do? Sense the direction of said movement?
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beetle16 wrote:
You can get block inputs by typing one of the following things into the name of a new block:
%b - boolean input
%c - color input
%d - ??
%m - variable input
%n - number input
%s - text
Sadly you can't use them as there is no variable name for them.
Thanks! I was wondering how to do this!
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when gf clicked say [this block here would be very usefull.] glide (1) seconds to [sprite 1 v]
Last edited by Iamthetoaster (2012-05-18 16:12:06)
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when gf clicked say [the new cloning blocks are pretty awesome.]
Last edited by Iamthetoaster (2012-05-18 16:11:25)
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technoguyx wrote:
I still don't know what (video [direction] on []) would do... Through messing with the block I found out that video [motion] detects how much movement is happening in the whole Stage or the space occupied by an sprite, as the name implies, but what exactly does video [direction] do? Sense the direction of said movement?
I would believe so.
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The video transparency is good.
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Is it possible for clones to make clones of themselves (not of the sprite they were cloned from)?
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How do i use the motion sensor?
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As soon as I clicked to [See inside] of johnm's Fractal Tree I got excited. When you [Make a Block] you create a machine stack. These new blocks support return from call. I immediately whipped out and eight block definition that draws a Heighway Dragon between any two point and more importantly to any depth. It uses no lists and no variables other than the parameters x1, y1, x2, y2, depth. I did similar projects in 1.4 but now the coding time is shorter, the code itself is smaller and easier to read, and the rendering is faster. While everyone else is complaining that you can't [Make a Block] global I'm cheering, "MIT finally gave us THE POWER!"
Last edited by axorion (2012-05-19 10:14:35)
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soniku3 wrote:
If [Edge v] touched go to [mouse-pointer v]Idea!
forever if <touching [edge v]?> go to [mouse pointer v] end
Last edited by technoboy10 (2012-05-19 10:18:20)
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