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#101 2012-09-29 18:49:11

ErnieParke
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Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

I updated the game! Here's the link: (link to project)

What's your opinion on the new explosion?

Last edited by ErnieParke (2012-09-29 18:50:23)


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#102 2012-09-30 11:46:48

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#103 2012-10-01 15:42:47

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

I updated my version slightly, and I think we need to discus:
+How many levels will there be
+Will there be a pattern- so there might be 8 locations each with their own levels, but the buildings will remain the same only the scenery will change
+What buildings we going for, what purposes do they have
+Are we going with materials, workers and blueprints or something different? (Build A Lot or Scratch A Lot experience required)


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#104 2012-10-01 16:38:31

ErnieParke
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Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

I updated my version slightly, and I think we need to discus:
+How many levels will there be
[And we need to discuss how many locations there will be.]

+Will there be a pattern- so there might be 8 locations each with their own levels, but the buildings will remain the same only the scenery will change
+What buildings we going for, what purposes do they have
+Are we going with materials, workers and blueprints or something different? (Build A Lot or Scratch A Lot experience required)
[Are these scratch projects? Is so, I just wanted to say that I couldn't find them with the search bar.]

My comments are above and below.

I'm still thinking on these topics, so I'll need a bit more time.

Last edited by ErnieParke (2012-10-02 19:57:50)


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#105 2012-10-01 16:47:06

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

build a lot is a real game by HipSoft, Scratch A Lot was my horrible version made last year which is still on my account. I'd recommend you download the 60 minute free trial for Build a lot, that way you'll get a feel for the game without the price!


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#106 2012-10-01 16:53:16

ErnieParke
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Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

build a lot is a real game by HipSoft, Scratch A Lot was my horrible version made last year which is still on my account. I'd recommend you download the 60 minute free trial for Build a lot, that way you'll get a feel for the game without the price!

Okay, though now I have math homework…

Last edited by ErnieParke (2012-10-01 16:53:27)


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#107 2012-10-02 20:03:28

ErnieParke
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Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

I updated my version slightly, and I think we need to discus:
+How many levels will there be
+Will there be a pattern- so there might be 8 locations each with their own levels, but the buildings will remain the same only the scenery will change
+What buildings we going for, what purposes do they have
+Are we going with materials, workers and blueprints or something different? (Build A Lot or Scratch A Lot experience required)

1). I think that there should be around 8 ~ 12 levels with a sandbox and god mode.
2). Do we even want global locations? If we do include global locations, we'll run the risk of making G: Global a lot less novel and exciting, which is why I thought that each location should be very close to each other. Or maybe instead of locations, we could do seasons.
3). I still need to think about this…
4). I also need to think about this…


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#108 2012-10-03 01:30:37

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

ErnieParke wrote:

Borrego6165 wrote:

I updated my version slightly, and I think we need to discus:
+How many levels will there be
+Will there be a pattern- so there might be 8 locations each with their own levels, but the buildings will remain the same only the scenery will change
+What buildings we going for, what purposes do they have
+Are we going with materials, workers and blueprints or something different? (Build A Lot or Scratch A Lot experience required)

1). I think that there should be around 8 ~ 12 levels with a sandbox and god mode.
2). Do we even want global locations? If we do include global locations, we'll run the risk of making G: Global a lot less novel and exciting, which is why I thought that each location should be very close to each other. Or maybe instead of locations, we could do seasons.
3). I still need to think about this…
4). I also need to think about this…

tell you what, to save you having to play Build A Lot maybe I should be in-charge of "cloning" and you should be in charge of "creating". That means, I try to make it as close to Build A Lot as possible (like a clone), one we have that engine working you'll be on the creative side to making it more fun and unique, so by not having any experience with Build A Lot you'll have a fresh new approach on it. so, if you agree you will not be allowed to play any game similar to Build A Lot until this is finished.

1) No god mode, as each scenario will be designed specifically for the player and there won't be many landscape options. It's not like a small city game, it's more of a real estate game. But, there could be a scenario editor where players can place the lots and decide what the goals and starting cash are, and sorry for coming up with a creative idea when that's your job!


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#109 2012-10-03 06:38:11

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

ErnieParke wrote:

Borrego6165 wrote:

I updated my version slightly, and I think we need to discus:
+How many levels will there be
+Will there be a pattern- so there might be 8 locations each with their own levels, but the buildings will remain the same only the scenery will change
+What buildings we going for, what purposes do they have
+Are we going with materials, workers and blueprints or something different? (Build A Lot or Scratch A Lot experience required)

1). I think that there should be around 8 ~ 12 levels with a sandbox and god mode.
2). Do we even want global locations? If we do include global locations, we'll run the risk of making G: Global a lot less novel and exciting, which is why I thought that each location should be very close to each other. Or maybe instead of locations, we could do seasons.
3). I still need to think about this…
4). I also need to think about this…

tell you what, to save you having to play Build A Lot maybe I should be in-charge of "cloning" and you should be in charge of "creating". That means, I try to make it as close to Build A Lot as possible (like a clone), one we have that engine working you'll be on the creative side to making it more fun and unique, so by not having any experience with Build A Lot you'll have a fresh new approach on it. so, if you agree you will not be allowed to play any game similar to Build A Lot until this is finished.
[I agree.]

1) No god mode, as each scenario will be designed specifically for the player and there won't be many landscape options. It's not like a small city game, it's more of a real estate game. But, there could be a scenario editor where players can place the lots and decide what the goals and starting cash are, and sorry for coming up with a creative idea when that's your job!

I should have realized god mode wasn't a good idea, but other than that, it's okay.

3). I still need to think about this…
4). I was thinking that their should be workers, materials and blueprints.
5).I was also thinking that some plots of land will be inhabited by trees, so you have to pay some money to some people to get the trees chopped down.
6). Yes, we will have blueprints, but how will we earn them? I was thinking that blueprints should be earned through doing certain tasks or through buying them.


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#110 2012-10-03 11:40:10

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

blueprints can be earnt in mission mode, hence why it's wise to complete that before entering sandbox mode. also, the trees (and other obstacles) are a good idea! so should I just get straight on with the engine? unfortunately, seen as this is mostly a clone I don't think there would be any point creating a new interface when we can use one similar to the game so it's not like you can design anything like that.


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#111 2012-10-03 15:06:45

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

blueprints can be earnt in mission mode, hence why it's wise to complete that before entering sandbox mode. also, the trees (and other obstacles) are a good idea! so should I just get straight on with the engine? unfortunately, seen as this is mostly a clone I don't think there would be any point creating a new interface when we can use one similar to the game so it's not like you can design anything like that.

We could have the same lay out, but we'll still need graphics, which is where I would come in.

Also, I think that you can start on making some of the sprites, but not the engine yet because how can we make the engine without the sprites? Also, I'll be making some of the graphics so the engine might have to wait a bit.


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#112 2012-10-03 15:27:08

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

fair enough, make as much as you want!  big_smile  first thing is first, I need a 3D button for the following:

YELLOW
1 worker
2 workers
3 workers

RED
100 materials
250 materials
500 materials
1000 materials
2500 materials

BLUE
Buy
Sell
Upgrade
Demolish

All the same size please!


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#113 2012-10-03 15:39:26

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

fair enough, make as much as you want!  big_smile  first thing is first, I need a 3D button for the following:

YELLOW
1 worker
2 workers
3 workers

RED
100 materials
250 materials
500 materials
1000 materials
2500 materials

BLUE
Buy
Sell
Upgrade
Demolish

All the same size please!

And around what size vertically should the buttons be? An approximation is good enough.

Last edited by ErnieParke (2012-10-03 15:42:44)


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#114 2012-10-03 16:17:58

Borrego6165
Scratcher
Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

480 is the total width, let's say 70 and 360 is the total height so let's go for 30 - 50 (depending on how much space you have).


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#115 2012-10-03 16:19:23

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

480 is the total width, let's say 70 and 360 is the total height so let's go for 30 - 50 (depending on how much space you have).

Okay, now I need to start planning for the button. I'm just curious, would you consider the start button in Turning (one of my projects) to be 3D?

Last edited by ErnieParke (2012-10-03 16:21:44)


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#116 2012-10-03 16:25:51

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

no, it's a flat button with a gradient-black border, have you seen the 3D borders around the interfaces in G:4001? the top & left have a lighter border than the button itself and the bottom & right borders are darker than the button itself- see for yourself!


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#117 2012-10-03 17:05:48

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

no, it's a flat button with a gradient-black border, have you seen the 3D borders around the interfaces in G:4001? the top & left have a lighter border than the button itself and the bottom & right borders are darker than the button itself- see for yourself!

I know, I was just curious what your point of view on this was.


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#118 2012-10-03 17:27:08

ErnieParke
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Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

I just wanted to tell you that I'll be able to get your buttons to you at the end of Saturday.


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#119 2012-10-05 18:31:07

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

I made a yellow test button right now and I wanted to show you:

http://i.imgur.com/OU18Vl.jpg


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#120 2012-10-06 02:32:54

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

very cool! try to make the edges a little smoother and it will look amazing! also, leave it blank so that I can add text on manually in the scratch editors, then if we want to change the values we can easily do that.


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#121 2012-10-06 12:27:33

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: Ernie's 'n Fire and Borrego's UGHA collab

Borrego6165 wrote:

very cool! try to make the edges a little smoother and it will look amazing! also, leave it blank so that I can add text on manually in the scratch editors, then if we want to change the values we can easily do that.

I just updated the game to add the buttons:

(link to project)

Also, I noticied that in our fader, the logo costume isn't necessary because the background is exactly the same, so if you look at the script in the fader, you'll find the script that I made that could replace the current one.

Last edited by ErnieParke (2012-10-06 12:28:07)


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