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#151 2012-07-03 19:04:42

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

Well, bye then.  Have fun wherever you are instead.

Whoop, there goes another one.  metal509, do you have any able friends? We lost two guys already!

Last edited by LiquidMetal (2012-07-03 19:05:04)

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#152 2012-07-03 19:49:14

zuwel
Scratcher
Registered: 2012-06-22
Posts: 54

Re: Summer of Scratch Collab

Bye

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#153 2012-07-03 20:02:00

zuwel
Scratcher
Registered: 2012-06-22
Posts: 54

Re: Summer of Scratch Collab

LiquidMetal wrote:

A company that makes credit cards? That's ridiculous - but it might just work.  Lets think about it.  It can be a big company, or a small company that will become a big company.

John's company makes product A.
Is product A an invention or inventions made by outside inventors, or maybe made by John himself?  Maybe it is an improvement on a current invention? (What theoretical improvement could be made to credit cards? or any other modern-day item)
What exactly is the threat to John's company? Who is behind it, and what does he have to gain?  Is he doing it for evil purposes, or does he think he is doing the right thing?

1.Small company
2.product made by john himself
3.The card is improved because people who want to use your card cant scan it with a portable scanner.
4.A group of people who don't want john getting the cards on the market to sell to bank companies,Driving schools,super markets,none of them so they decide to threaten John's company that they'll blow the factory up if they don't pull back on selling the cards world wide.
5.If John puts the cards in the market his company will be rich and afford a big company spread world wide.
6.John without a doubt knows he is doing the right thing.
Does this answer your questions?

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#154 2012-07-03 20:10:34

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

The card improvement needs to change, as I don't really understand what you mean.  Try not to make it something that already exists (such as paypass).

I wrote:

What exactly is the threat to John's company? Who is behind it, and what does he have to gain?  Is he doing it for evil purposes, or does he think he is doing the right thing?

I'm sorry, I should have been more clear:  All of these refer to the antagonist.  Nothing explosive, and I'd rather there be a reason why John cannot be told about the threat.  (Note: there is no actual threat - or if there is, it is not to John, and he doesn't know about it)

Note to self: at beginning of the game, option to take old ccard or new ccard (maybe new name?) If you choose new, wont be able to buy x something with it until certain point through game.

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#155 2012-07-04 12:11:11

zuwel
Scratcher
Registered: 2012-06-22
Posts: 54

Re: Summer of Scratch Collab

So andrew just runs into the the  threateners(What a coincidence(I'm saying this as a good thing))? Is that how he learns his brothers company is threatened?

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#156 2012-07-04 12:38:38

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

Three options:
A) Andrew has a feeling that something is wrong, and somehow stumbles upon the enemy factory (why do we raid their factory? or is it the same factory?)
B) In whatever job Andrew has, he happens too stumble upon evidence of such a threat.
C) There is a threat made, but it is made to one of John's subordinates, not to him directly.  Then that person tells Andrew, or Andrew finds out because of him somehow.

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#157 2012-07-04 20:20:54

Locomule
Scratcher
Registered: 2009-08-24
Posts: 500+

Re: Summer of Scratch Collab

downloaded everything from main site, will check back in tomorrow or next day (wife has been on vacation, have no net at home)


aka Pain from DragonSpires, Delrith Online, BotBattle, Urban Dead etc etc lol

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#158 2012-07-04 21:22:08

metal509
Scratcher
Registered: 2009-03-21
Posts: 96

Re: Summer of Scratch Collab

I don't have anyone that can help out. We really need more people, I don't want to be stressed out too much about this. Maybe I'm taking it a little too seriously... but I just get stressed easily. :\

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#159 2012-07-04 22:07:49

metal509
Scratcher
Registered: 2009-03-21
Posts: 96

Re: Summer of Scratch Collab

I updated the xscroll project to include a character, controlled by the invisible sensing sprite (the visible character just follows that sprite).

I'm having a REALLY strange problem--when you jump, for some reason the y velocity isn't changing back to 0 if you hit a ceiling. I have everything programmed correctly and it was working temporarily, until i changed something in the costume and everything messed up... but other than that, I like it. Now we just have to import the character's costume and add the little sensors to him!  big_smile

Two things:
--I may not have added enough gravity, it changes the velocity by -.1 until it hits the ground, but I think -.2 or even -.3 would be better.

--I don't know how to free the sprite from the fixed x position when he hits a side of the level, unless we hard-code the x-positions of the ends of the level in... which would be annoying whenever we add new terrain.

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#160 2012-07-05 09:55:43

Locomule
Scratcher
Registered: 2009-08-24
Posts: 500+

Re: Summer of Scratch Collab

Uploaded my assignment... Locomule_XScroll_v1.1.sb
Sorry about being away. Now, down to business..

a few requests..
1) an updated, front page list of files at the offline/main site and what they are to avoid confusion between coders. Maybe also a designation per file listed as Example/Working Version/Concept/XXRoutine or something similar.
I did a lot of work yesterday and last night till 3am but this morning I see several new versions of stuff. However we do t, we need a clear, definitive design plan. Parallel story line development is tough enough but parallel coding seems pretty frustrating too  smile 
2) an updated, front page storyline as it develops

Here is my embellished version of the storyline until we get an updated, posted, working version..
-You play Andrew, brother to John, the CEO of Grove Hill, a small company on the verge of great success. You and John have developed a new kind of credit card that works with with multiple credit agencies as well as through local banks as a debit card by storing user information within the card itself. Unbeknownst to John, you have been contacted by the FBI who want to meet with you over "national security concerns." Upon meeting the FBI agents, you are warned of mysterious forces seeking to gain control of your new technology. The agents hint around that the US government may have to take over the project to protect 'friendly' interests. (begin game with meeting) Afterwards, you have mixed feelings as you do not want to give up your hard work nor do you want to get on the FBI's bad side. You are pondering how to tell John about this when you get a security warning over your cel.. silent alarms are going off in your development lab, located within the vast Grove Hill Factory. With no time to waste, you race into the factory to see what is going on...-

I think you should start without the gun but quickly acquire it. That would help explain leveling as you are not a professional but learning quickly out of need and experience. I think the player should eventually discover that the FBI AND VISA/whoever are all out to steal your tech.

Lastly, as far as music/sound goes.. does it have to be original or can we use downloaded stuff? If downloaded, someone else may need to pick it out and I'll implement it to avoid trying to guess what is wanted. If original, I need some examples of what to shoot for.

Last edited by Locomule (2012-07-05 09:59:28)


aka Pain from DragonSpires, Delrith Online, BotBattle, Urban Dead etc etc lol

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#161 2012-07-05 12:38:02

zuwel
Scratcher
Registered: 2012-06-22
Posts: 54

Re: Summer of Scratch Collab

I like C because you wouldn't go up to the leader and threaten.you'd have a worker for the leader be told the threat. the worker would keep the threat to himself or tell someone related to the leader.

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#162 2012-07-05 14:48:03

zuwel
Scratcher
Registered: 2012-06-22
Posts: 54

Re: Summer of Scratch Collab

I'm going on vacation so I'll try to be on but I may not be able to.after vacation I'll be on daily.

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#163 2012-07-05 18:57:22

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

metal509 wrote:

I don't have anyone that can help out. We really need more people, I don't want to be stressed out too much about this. Maybe I'm taking it a little too seriously... but I just get stressed easily. :\

We do need more people, and I'm glad you are taking this too seriously  tongue .  How should we go about getting them?

Last edited by LiquidMetal (2012-07-05 20:15:16)

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#164 2012-07-05 19:13:03

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

metal509 wrote:

I updated the xscroll project to include a character, controlled by the invisible sensing sprite (the visible character just follows that sprite).

Good start.

metal509 wrote:

I'm having a REALLY strange problem--when you jump, for some reason the y velocity isn't changing back to 0 if you hit a ceiling. I have everything programmed correctly and it was working temporarily, until I changed something in the costume and everything messed up... but other than that, I like it. Now we just have to import the character's costume and add the little sensors to him!  big_smile

This is where it gets complicated.  Locomule, I believe you misunderstood this too:

I made the player 6 separate sprites for a reason:  I want movement and gravity scripts dynamically for each sprite.  This means that, for example, if you walk into a space that the player's head does not fit in, the head will stop moving, and the torso will move in a slower fashion so it is never completely separated from the head.  If one leg is hanging over an empty gap, gravity will pull at the leg, and then the leg will pull at the torso, etc; etc;.  This means that each of the six sprites needs its own sensors! (or does it?)!

metal509 wrote:

--I may not have added enough gravity, it changes the velocity by -.1 until it hits the ground, but I think -.2 or even -.3 would be better.

The player will have to be able to jump higher then that somehow... So extra gravity would not really help.

metal509 wrote:

--I don't know how to free the sprite from the fixed x position when he hits a side of the level, unless we hard-code the x-positions of the ends of the level in... which would be annoying whenever we add new terrain.

<(minX)=(0)>
<(maxX)=((480)*(z.terrs))>
---------------------

The variable
(z.terrs)
is automatically set to the number of terrains at the start of the program.

Last edited by LiquidMetal (2012-07-05 19:15:58)

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#165 2012-07-05 19:46:04

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

Locomule wrote:

Uploaded my assignment... Locomule_XScroll_v1.1.sb

Ok; again a good start.  A couple things:
1) You destroyed (or ignored) the scripts for my origional player
2) You messed up the color - I like the orange.  I can identify with not wanting the entire game to be orange on orange on orange, so what do you think we should do about it? Maybe we should use the blue tiles? (did you look at the graphics project?)
3) You added a background.  That will get changed later I hope, but for now, its fine.
4) He moves very, very, slowly.

Locomule wrote:

1) an updated, front page list of files at the offline/main site and what they are to avoid confusion between coders. Maybe also a designation per file listed as Example/Working Version/Concept/XXRoutine or something similar.

An updated, frontpage list of files at our offscratch site would compromise the purpose of that website: security, so that it is slightly harder for non-SoS associated users to download our work-in-progress stuff.  I'm not 100% sure what you mean about the designation thing, but I think it is an Idea that I asked metal509 for earlier.  This stuff can't go on the front page.  Therefore, think through it again and keep in mind any similar suggestions are for something I can ask metal509 to do to the offscratch website.  Speaking of which, I'll make a to-do for that site just so he doesn't have to keep track of it himself. ( tongue  @ metal509)

Locomule wrote:

I did a lot of work yesterday and last night till 3am but this morning I see several new versions of stuff. However we do t, we need a clear, definitive design plan. Parallel story line development is tough enough but parallel coding seems pretty frustrating too  smile

Agreed.

Locomule wrote:

2) an updated, front page storyline as it develops

Good idea! I've been thinking of doing this for a while, but I didn't want to go through the whole thing until we had a little bit more...

Locomule wrote:

Here is my embellished version of the storyline until we get an updated, posted, working version..
-You play Andrew, brother to John, the CEO of Grove Hill, a small company on the verge of great success. You and John have developed a new kind of credit card that works with with multiple credit agencies as well as through local banks as a debit card by storing user information within the card itself. Unbeknownst to John, you have been contacted by the FBI who want to meet with you over "national security concerns." Upon meeting the FBI agents, you are warned of mysterious forces seeking to gain control of your new technology. The agents hint around that the US government may have to take over the project to protect 'friendly' interests. (begin game with meeting) Afterwards, you have mixed feelings as you do not want to give up your hard work nor do you want to get on the FBI's bad side. You are pondering how to tell John about this when you get a security warning over your cel.. silent alarms are going off in your development lab, located within the vast Grove Hill Factory. With no time to waste, you race into the factory to see what is going on...-

...so thanks for doing that.  I'll put this somewhere on the front page and make clear indications as to which parts still need work, and you can check that out later.

Locomule wrote:

I think you should start without the gun but quickly acquire it. That would help explain leveling as you are not a professional but learning quickly out of need and experience.

The non-professional-leveling thing idea was sort of what I had in mind, and this will make that a little easier for the player to visualize. (Note to programmers: the arms will need separate scripts for when Andrew is idling, wielding a weapon, or using a tool.  For short animations, we can use something that pauses the scripts temporarily, and then manually animate.)

Locomule wrote:

I think the player should eventually discover that the FBI AND VISA/whoever are all out to steal your tech.

Right now, it is not set in stone who wants to prevent use of your tech.  When I mentioned the FBI, that was assuming that the worker in John's company who knew of the threat to the company had contacted the FBI, and they, in turn, had contacted John's brother, Andrew. (maybe in wherever he will be going, he will be less suspicious then someone else.)

Locomule wrote:

Lastly, as far as music/sound goes.. does it have to be original or can we use downloaded stuff? If downloaded, someone else may need to pick it out and I'll implement it to avoid trying to guess what is wanted. If original, I need some examples of what to shoot for.

Absolutely must be original.  That might sound a little harsh, but its very important.

I think sound should wait till later, when we get a better Idea of what the feel of the game is.  There might be different sound and music for different parts of the game.

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#166 2012-07-05 19:50:20

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

zuwel wrote:

I like C because you wouldn't go up to the leader and threaten.you'd have a worker for the leader be told the threat. the worker would keep the threat to himself or tell someone related to the leader.

We'll go with C, then.

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#167 2012-07-05 20:04:59

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

zuwel wrote:

I'm going on vacation so I'll try to be on, but I may not be able to.  After my vacation I'll be on daily.

Can you let me know when you'll be back? (day)

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#168 2012-07-05 20:14:00

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

metal509; I added a to-do list for your website to the front page.  I hope nothing there is too complicated...

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#169 2012-07-05 20:17:20

metal509
Scratcher
Registered: 2009-03-21
Posts: 96

Re: Summer of Scratch Collab

I think Locomule's new xscroll goes way beyond whatever I started.

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#170 2012-07-05 20:19:41

metal509
Scratcher
Registered: 2009-03-21
Posts: 96

Re: Summer of Scratch Collab

Oh. I can assure that I've deleted their accounts, but yes, the rest of the list will take me a while.. but I'll try to get it done soon.

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#171 2012-07-05 21:06:19

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

Locomule wrote:

2) an updated, front page storyline as it develops.

Ok, That is and will be here.

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#172 2012-07-06 00:04:29

metal509
Scratcher
Registered: 2009-03-21
Posts: 96

Re: Summer of Scratch Collab

I just spent four hours on the site. That was painfully difficult, you owe me man  sad

EDIT: I reuploaded everything, so it'll all say metal509 on it. And I don't know if the timestamp is working right; if it's not I'll remove it.

Last edited by metal509 (2012-07-06 00:05:16)

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#173 2012-07-06 00:52:37

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

Wow, thanks.  Which parts did you do?  Are you able to manually change the names? Also, you messed up the capitalization when you updated  tongue .

Where did the old projects go?

It would be better to say how long ago it has been, instead of an actual time, because then you could avoid time zones.

Last edited by LiquidMetal (2012-07-06 00:58:48)

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#174 2012-07-06 01:24:07

metal509
Scratcher
Registered: 2009-03-21
Posts: 96

Re: Summer of Scratch Collab

LiquidMetal wrote:

Wow, thanks.  Which parts did you do?  Are you able to manually change the names? Also, you messed up the capitalization when you updated  tongue .

Where did the old projects go?

It would be better to say how long ago it has been, instead of an actual time, because then you could avoid time zones.

It will be MUCH more difficult to manually change things now, but I can with some effort. That's why the old projects are going to be an issue... Earlier, I had it just listing off files in a directory; that way, I could just move files around by dragging. Now, the file information (not the file itself) is stored in a database and it's listing things off from the database, so I'd have to manually change the database and move things around both, which can be a pain.

I'm not going to create a new database to keep the who/when uploaded for the old files, so here's what I'm going to do: I'm going to add a link to the index of the old projects, and I'm going to add a sort of admins-only button for you and me if I can, so that you or I can just click it and have it do things automatically... because I'm just now realizing that it's a bad plan to do it all manually  tongue

EDIT: That's a good idea with the how long ago thing, I'll see if I can do that!

Last edited by metal509 (2012-07-06 01:25:00)

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#175 2012-07-06 01:33:07

LiquidMetal
Scratcher
Registered: 2011-06-15
Posts: 500+

Re: Summer of Scratch Collab

metal509 wrote:

LiquidMetal wrote:

Wow, thanks.  Which parts did you do?  Are you able to manually change the names? Also, you messed up the capitalization when you updated  tongue .

Where did the old projects go?

It would be better to say how long ago it has been, instead of an actual time, because then you could avoid time zones.

It will be MUCH more difficult to manually change things now, but I can with some effort. That's why the old projects are going to be an issue... Earlier, I had it just listing off files in a directory; that way, I could just move files around by dragging. Now, the file information (not the file itself) is stored in a database and it's listing things off from the database, so I'd have to manually change the database and move things around both, which can be a pain.

I'm not going to create a new database to keep the who/when uploaded for the old files, so here's what I'm going to do: I'm going to add a link to the index of the old projects, and I'm going to add a sort of admins-only button for you and me if I can, so that you or I can just click it and have it do things automatically... because I'm just now realizing that it's a bad plan to do it all manually  tongue

EDIT: That's a good idea with the how long ago thing, I'll see if I can do that!

Are you able to put the file itself in the database? If you can, then it would be possible to block all access without password to account on main site, right?

Admins only button sounds useful  smile

EDIT: BTW how's my sig? (I hope you don't mind I used your image.)

Last edited by LiquidMetal (2012-07-06 01:34:55)

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