I have a game that I am working on that will multiply a sprite after a condition is met. For example, after you kill the first one, 2 show up. Every time you kill another one, 2 more show up. I've been reading about 1s1s projects and cant believe there isn't an easier way to do this. The sprites/scripts will all be the same, but multiplied on demand. I don't want to use the show/hide feature because that will limit the game.
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Scratch 2.0 will have a clone feate in which this is possible, else you will have to use show/hide.
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ats1080 wrote:
I have a game that I am working on that will multiply a sprite after a condition is met. For example, after you kill the first one, 2 show up. Every time you kill another one, 2 more show up. I've been reading about 1s1s projects and cant believe there isn't an easier way to do this. The sprites/scripts will all be the same, but multiplied on demand. I don't want to use the show/hide feature because that will limit the game.
Either wait for 2.0, or have a limited amount and then use separate sprites with "if's" and "show's" and "hide's".
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ats1080 wrote:
When is 2.0 due out? I saw another post from 2010 talking about using the 2.0 alpha...
The Scratch Team wants it out before next year.
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stamp clear stamp clear esc
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jontmy00 wrote:
Martiscratch wrote:
stamp clear stamp clear esc
esc? Escape?
he meant et cetera
to do this, you'd have a script something like this
when gf clicked forever clear set [i v] to (1) repeat (length of [xpos v]) go to x:(item (i) of [xpos v]) y:(item (i) of [ypos v]) point in direction (item (i) of [directions v]) move (speed) steps stamp if <death condition> delete (i) of [xpos v]//et al for the other lists repeat (2) add (starting x) to [xpos v] add (starting y) to [ypos v] add (starting direction) to [directions v] end end change [i v] by (1)
Last edited by zammer990 (2012-10-13 09:42:30)
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