I want to know how to make land load instead of having one solid picture as a peice of land.
Please post a script a by using the scratch blocks thing
if u cant do the scratchblocks just send me a link to a test project and ill use those scripts
Last edited by hunter6690 (2012-07-21 01:04:34)
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Please reply i really need this answer!
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You will need a script that places random blocks via a script. Let me think...
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SciTecCf wrote:
That would be great, but I think he needs set terains to load not random xD
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SciTecCf wrote:
Well, you could use
switch to background (pick random (1) to (5)) //Change that 5 to the amount of backgrounds you have.
I think he/she wants it to load in individual blocks.
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jontmy00 wrote:
SciTecCf wrote:
Well, you could use
switch to background (pick random (1) to (5)) //Change that 5 to the amount of backgrounds you have.I think he/she wants it to load in individual blocks.
Posted that earlier.
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Ok,Guys is there an easier script then in the one by SciTechCf
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Does anyone know hoe to setup the stamping then instead of random genaration
Something like this
when gf clicked Repeat [10] goto x: [ ] y: [ ] move [10] steps stamp end
Last edited by hunter6690 (2012-07-22 00:11:14)
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hunter6690 wrote:
Does anyone know hoe to setup the stamping then instead of random genaration
Something like thiswhen gf clicked Repeat [10] goto x: [ ] y: [ ] move [10] steps stamp end
Stamping is random generation else what will you stamp?
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Well, if you want it to be effecient you have to use arrays.
Let's say you have 5 different types of blocks, each assigned a number:
0=sky/open space
1= grass
2= dirt
3= stone
4= wood
5= leaves
You could put those numbers together in a way like so:
00000000000000000000 00000000000000000000 00000000000000000000 00000000000000500000 00000000000005550000 00000000000005550000 00000000000000400000 00000000000000400000 00000000000000400000 11111111111111111111 22222222322222222232 22233222332223333222 22233322333223332233 33233333323333332333 33333333333333333333
In a list, where each line is a different item.
Then you would have to repeats inside eachother:
repeat () repeat () end endWhere the one nested inside the first one would draw x positions and the one on the outside would set the y positions. Kinda like this (I don't know the block dimensions, so this would be for 20X20 blocks which would need a 20x20 array.):
when gf clicked clear hide go to x:(-220) y:(170) set [letter v] to [0] set [row v] to [1] repeat (18) repeat (24) change [letter v] by (1) switch to costume <letter (letter) of (item (row) of [level v])> stamp change x by (20) end set [letter v] to [0] change [row v] by (1) set x to (-220) change y by (-20) end
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TorbyFork234 wrote:
Well, if you want it to be effecient you have to use arrays.
Let's say you have 5 different types of blocks, each assigned a number:
0=sky/open space
1= grass
2= dirt
3= stone
4= wood
5= leaves
You could put those numbers together in a way like so:Code:
00000000000000000000 00000000000000000000 00000000000000000000 00000000000000500000 00000000000005550000 00000000000005550000 00000000000000400000 00000000000000400000 00000000000000400000 11111111111111111111 22222222322222222232 22233222332223333222 22233322333223332233 33233333323333332333 33333333333333333333In a list, where each line is a different item.
Then you would have to repeats inside eachother:repeat () repeat () end endWhere the one nested inside the first one would draw x positions and the one on the outside would set the y positions. Kinda like this (I don't know the block dimensions, so this would be for 20X20 blocks which would need a 20x20 array.):
For each number, you would have to assign a costume for it. Like for the sky, you would have costume# 1 would be sky, costume# 2 would be grass (you would have to have the costume# be the number it's representing+1)when gf clicked clear hide go to x:(-220) y:(170) set [letter v] to [0] set [row v] to [1] repeat (18) repeat (24) change [letter v] by (1) switch to costume <letter (letter) of (item (row) of [level v])> stamp change x by (20) end set [letter v] to [0] change [row v] by (1) set x to (-220) change y by (-20) end
I have a older project without the land genaration and here is the [link]http://scratch.mit.edu/projects/hunter6690/2685579[/link]]
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hunter6690 wrote:
Ok,Guys is there an easier script then in the one by SciTechCf
That was the simplest way to achieve that that I could think of.
Feel free to remix and use my script.
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TorbyFork234 wrote:
Well, if you want it to be effecient you have to use arrays.
Let's say you have 5 different types of blocks, each assigned a number:
0=sky/open space
1= grass
2= dirt
3= stone
4= wood
5= leaves
You could put those numbers together in a way like so:Code:
00000000000000000000 00000000000000000000 00000000000000000000 00000000000000500000 00000000000005550000 00000000000005550000 00000000000000400000 00000000000000400000 00000000000000400000 11111111111111111111 22222222322222222232 22233222332223333222 22233322333223332233 33233333323333332333 33333333333333333333In a list, where each line is a different item.
Then you would have to repeats inside eachother:repeat () repeat () end endWhere the one nested inside the first one would draw x positions and the one on the outside would set the y positions. Kinda like this (I don't know the block dimensions, so this would be for 20X20 blocks which would need a 20x20 array.):
For each number, you would have to assign a costume for it. Like for the sky, you would have costume# 1 would be sky, costume# 2 would be grass (you would have to have the costume# be the number it's representing+1)when gf clicked clear hide go to x:(-220) y:(170) set [letter v] to [0] set [row v] to [1] repeat (18) repeat (24) change [letter v] by (1) switch to costume <letter (letter) of (item (row) of [level v])> stamp change x by (20) end set [letter v] to [0] change [row v] by (1) set x to (-220) change y by (-20) end
Im gonna use your's!
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Check my newest project, Is it what you're looking for?
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hunter6690 wrote:
TorbyFork234 wrote:
Well, if you want it to be effecient you have to use arrays.
Let's say you have 5 different types of blocks, each assigned a number:
0=sky/open space
1= grass
2= dirt
3= stone
4= wood
5= leaves
You could put those numbers together in a way like so:Code:
00000000000000000000 00000000000000000000 00000000000000000000 00000000000000500000 00000000000005550000 00000000000005550000 00000000000000400000 00000000000000400000 00000000000000400000 11111111111111111111 22222222322222222232 22233222332223333222 22233322333223332233 33233333323333332333 33333333333333333333In a list, where each line is a different item.
Then you would have to repeats inside eachother:repeat () repeat () end endWhere the one nested inside the first one would draw x positions and the one on the outside would set the y positions. Kinda like this (I don't know the block dimensions, so this would be for 20X20 blocks which would need a 20x20 array.):
For each number, you would have to assign a costume for it. Like for the sky, you would have costume# 1 would be sky, costume# 2 would be grass (you would have to have the costume# be the number it's representing+1)when gf clicked set [image-width v] to (20) //set it to the width of the image in pixels set [image-height v] to (20) //set it to the height of the image in pixels clear //(above) there should be the dimensions under the costume. hide go to x:<(-240)+<(image-width)/(2)>> y:<(180)-<(image-height)/(2)>> //edited set [letter v] to [0] set [row v] to [1] repeat <(360)/(image-height)> //edited repeat <(480)/(image-width)> //edited change [letter v] by (1) switch to costume <letter (letter) of (item (row) of [level v])> stamp change x by (image-width) //edited end set [letter v] to [0] change [row v] by (1) set x to <(-240)+<(image-width)/(2)>> //edited change y by <(image-height)*(-1)> //edited endIm gonna use your's!
Make sure to edit the numbers with a comment next to them to match the blocks you're using (I edited the scripts in this quote to help you. The part that's not showing with the image-height/image-width variables is the word "pixels").
Last edited by TorbyFork234 (2012-07-22 13:45:52)
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