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#1 2013-01-31 06:38:50

xxSmileyAxx
New Scratcher
Registered: 2013-01-31
Posts: 1

Itenery

Hi I've been trying to create an itenary for an adventure game I've been working on recently, however I have no idea where to start. Any help would be much appreciated  smile

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#2 2013-02-14 10:47:51

Zelphase
New Scratcher
Registered: 2013-02-13
Posts: 24

Re: Itenery

In the 'Variables' section, you can make a list named 'Inventory'.
For example, this is the script of an item:

when gf clicked
forever
if <touching [hero of game]>
hide
add [item] to [Inventory]
stop script

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#3 2013-02-14 21:20:39

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

Re: Itenery

Zelphase wrote:

In the 'Variables' section, you can make a list named 'Inventory'.
For example, this is the script of an item:

when gf clicked
forever
if <touching [hero of game v]?>
hide
add [item] to [Inventory v]
stop script

Fixed.

To xxSmileyAxx:
Although Zelphase's script is correct, it's for inventories and you need an iternary, so you're going to need something else.

Note:
If anyone doesn't know what iternary means, it means "a planned route"


So, one method that you could go about this is by using a variable that keeps track of the events in a project. For example, 0 could mean that you're in the main menu, 1 is the loading screen, 2 is the game, 3 is the help screen, ect...

Also, if you have multiple plot elements, and multiple events, you could try messing around with using multiple variables or even a list.

I hope that this helps!

Last edited by ErnieParke (2013-02-16 10:52:53)


http://i46.tinypic.com/35ismmc.png

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#4 2013-02-16 09:03:26

Zelphase
New Scratcher
Registered: 2013-02-13
Posts: 24

Re: Itenery

ErnieParke wrote:

Zelphase wrote:

In the 'Variables' section, you can make a list named 'Inventory'.
For example, this is the script of an item:

when gf clicked
forever
if <touching [hero of game v]?>
hide
add [item] to [Inventory v]
stop script

Fixed.

To xxSmileyAxx:
Although Zelphase's script is correct, it's for inventories and you need an ternary, so you're going to need something else.

Note:
If anyone doesn't know what iternary means, it means "a planned route"


So, one method that you could go about this is by using a variable that keeps track of the events in a project. For example, 0 could mean that you're in the main menu, 1 is the loading screen, 2 is the game, 3 is the help screen, ect...

Also, if you have multiple plot elements, and multiple events, you could try messing around with using multiple variables or even a list.

I hope that this helps!

Oh? I had no idea that he meant an 'Ternary'. I thought that he meant 'Inventory', as those are common in games. Thank you for clearing this up!

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#5 2013-02-16 10:54:09

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

Re: Itenery

Zelphase wrote:

ErnieParke wrote:

Zelphase wrote:

In the 'Variables' section, you can make a list named 'Inventory'.
For example, this is the script of an item:

when gf clicked
forever
if <touching [hero of game v]?>
hide
add [item] to [Inventory v]
stop script

Fixed.

To xxSmileyAxx:
Although Zelphase's script is correct, it's for inventories and you need an ternary, so you're going to need something else.

Note:
If anyone doesn't know what iternary means, it means "a planned route"


So, one method that you could go about this is by using a variable that keeps track of the events in a project. For example, 0 could mean that you're in the main menu, 1 is the loading screen, 2 is the game, 3 is the help screen, ect...

Also, if you have multiple plot elements, and multiple events, you could try messing around with using multiple variables or even a list.

I hope that this helps!

Oh? I had no idea that he meant an 'Ternary'. I thought that he meant 'Inventory', as those are common in games. Thank you for clearing this up!

Actually, it was "iternary" (with an i), though you still get the idea. Anyway, you're welcome!


http://i46.tinypic.com/35ismmc.png

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