Wait, i can also translate the mod into Polish! Okay, here are some of my ideas:
SENSING CATEGORY:
[configure controller] - will show a configure window. You should select everything like button UP is ARROW KEY UP etc.
<controller plugged?> - you know, boolean.
Also idea to add controller keys to the "BUTTON" blocks.
LOOKS CATEGORY:
New effect: "Sparkling".
[clear effects from every sprite]
<effect [list] on (number)%?>
CONTROL CATEGORY
[ignore] - does nothing.
[stop repeating]
[stop repeating for (number) seconds]
and the MOTION CATEGORY
[glide (number) steps] - useful if you want to glide few steps, not to X and Y.
[return to previous position]
[stop moving]
[stop moving for (number) seconds]
[resume moving]
[resume moving for (number) seconds]
[step (number) steps for (number) seconds]
________________________________________________________________________________
Last edited by ilikehamsters (2013-02-17 05:33:34)
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Powerpoint, i will give you download link to the 1.0 version, ok?
There are currently:
- new file format and default sprite
- many blocks from block library
- 2 new categories: Internet and Program
http://s9.postimage.org/57xolod8f/beta.png
Last edited by FanMarioPL (2013-02-17 09:49:20)
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FanMarioPL wrote:
Powerpoint, i will give you download link to the 1.0 version, ok?
There are currently:
- new file format and default sprite
- many blocks from block library
- 2 new categories: Internet and Program
http://s9.postimage.org/57xolod8f/beta.png
This is awesome!
Edit: For a future version, I have an idea. There can be a tab called "Credits", and it will include credits for people working on the mod like you.
Last edited by powerpoint56 (2013-02-17 11:54:14)
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ilikehamsters wrote:
Wait, i can also translate the mod into Polish! Okay, here are some of my ideas:
SENSING CATEGORY:
[configure controller] - will show a configure window. You should select everything like button UP is ARROW KEY UP etc.
<controller plugged?> - you know, boolean.
Also idea to add controller keys to the "BUTTON" blocks.
LOOKS CATEGORY:
New effect: "Sparkling".
[clear effects from every sprite]
<effect [list] on (number)%?>
CONTROL CATEGORY
[ignore] - does nothing.
[stop repeating]
[stop repeating for (number) seconds]
and the MOTION CATEGORY
[glide (number) steps] - useful if you want to glide few steps, not to X and Y.
[return to previous position]
[stop moving]
[stop moving for (number) seconds]
[resume moving]
[resume moving for (number) seconds]
[step (number) steps for (number) seconds]
________________________________________________________________________________
nice ideas! I'll organize some.
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Version 1.0 ready for testing!
http://www.speedyshare.com/xc5KF/Branch-1.0.zip
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FanMarioPL wrote:
Version 1.0 ready for testing!
http://www.speedyshare.com/xc5KF/Branch-1.0.zip
Great! I'll start testing it.
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Here is my commentary on what I've seen:
I looked at your first post, and thought that this might be a good idea. However, I should point out that a mod probably won't generate that much interest unless it has something original in it (like for Insanity, basic cloud variables and dictionaries). Part of making a mod is learning to come up with your own ideas and code your own features. If you plan on getting your mod allowed on Mod Share, please remember "that we [the Mod Share Team] will refuse mods that contain or link to inappropriate content, mods that have many stolen [copied] blocks, or mods that have little added features." (from Mod Share mod submission guidelines).
Also, is there any way I could have access to the live source code (i.e. the absolute latest development version)? I saw you copied a few features from Insanity that are a bit more complicated than they seem at first glance and want to see if you copied it correctly. Starting in Insanity 1.2, cloud variables are tied to the project, but I should point out that there is more you have to copy than just the block spec and selector. If you don't do that, then could variables will lose their value every time you close the program and won't transfer between projects.
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@FanMarioPL: Everything seems to work except cloning in presentation mode.
jvvg wrote:
Here is my commentary on what I've seen:
I looked at your first post, and thought that this might be a good idea. However, I should point out that a mod probably won't generate that much interest unless it has something original in it (like for Insanity, basic cloud variables and dictionaries). Part of making a mod is learning to come up with your own ideas and code your own features. If you plan on getting your mod allowed on Mod Share, please remember "that we [the Mod Share Team] will refuse mods that contain or link to inappropriate content, mods that have many stolen [copied] blocks, or mods that have little added features." (from Mod Share mod submission guidelines).
Also, is there any way I could have access to the live source code (i.e. the absolute latest development version)? I saw you copied a few features from Insanity that are a bit more complicated than they seem at first glance and want to see if you copied it correctly. Starting in Insanity 1.2, cloud variables are tied to the project, but I should point out that there is more you have to copy than just the block spec and selector. If you don't do that, then could variables will lose their value every time you close the program and won't transfer between projects.)
I still have ideas for uncommon blocks, but you're right that for a mod to be unique it also needs creative new features, like BYOB or CYOB. I've been trying to think about that...
Last edited by powerpoint56 (2013-02-17 12:13:30)
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I know about cloning and i try to find clone code that works in presentation.
btw. update the site
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powerpoint56 wrote:
SFollis wrote:
After i finish my modification, I will help code. but I am a bit better at block spec than the code, So i can do both, but... don't think that the code won't work.
Also you can take these 3 blocks:
block 1.
blockspec
('while %b' #c #doWhile)
code
nothing (literally, just don't do code)
block 2.
blockspec
('%s <= %s' #b #lessEqual:equalLess:)
code:
lessEqual: t1 equalLess: t2
t1 = t2 ifTrue: [^ true].
t1 < t2 ifTrue: [^ true].
^ false
block 3.
blockspec
('%s => %s' #b #greatEqual:equalGreat:)
code:
greatEqual: t1 equalGreat: t2
t1 = t2 ifTrue: [^ true].
t1 > t2 ifTrue: [^ true].
^ false
Those 3 will work. I have tried them quite a few times.Thanks! I'll add you once you officially join.
Thanks! can't wait till i finish mine.
Also i found an easier way for the <[] <= []> and <[] >= []> block. Here are the easier codes (the blockspecs stay the same):
lessEqual: t1 equalLess: t2
t1 > t2 ifTrue: [^ false].
^ true
Then for the => one,
greatEqual: t1 equalGreat: t2
t1 < t2 ifTrue: [^ false]
^ true
Those have not been tested, but should work i will show you another block in a bit.
EDIT: oh, someone already improved mine
Last edited by SFollis (2013-02-17 12:38:18)
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Here is my other block for you!
blockspec
('move with %w keys at a speed %n ' #- #arrowMove:arrowMove:)
Code (in motion ops)
arrowMove: i2 arrowMove: i1
| t4 t3 t2 t1|
i2 = 'arrow' ifTrue:
[t1_ 'up arrow'.
t2_ 'down arrow'.
t3_ 'left arrow'.
t4_ 'right arrow'.
t1_ self keyPressed:t1.
t2_ self keyPressed:t2.
t3_ self keyPressed:t3.
t4_ self keyPressed:t4.
t1 ifTrue: [
self gotoX: self xpos y: (i1+ self ypos).
].
t2 ifTrue: [
t2_i1 * -1.
self gotoX: self xpos y: (t2+ self ypos).
].
t3 ifTrue: [
t3_i1 * -1.
self gotoX: (t3+self xpos) y: self ypos.
].
t4 ifTrue: [
self gotoX: (i1+self xpos) y: self ypos.
]].
i2 = 'WASD' ifTrue:
[t1_ 'W'.
t2_ 'S'.
t3_ 'A'.
t4_ 'D'.
t1_ self keyPressed:t1.
t2_ self keyPressed:t2.
t3_ self keyPressed:t3.
t4_ self keyPressed:t4.
t1 ifTrue: [
self gotoX: self xpos y: (i1+ self ypos).
].
t2 ifTrue: [
t2_i1 * -1.
self gotoX: self xpos y: (t2+ self ypos).
].
t3 ifTrue: [
t3_i1 * -1.
self gotoX: (t3+self xpos) y: self ypos.
].
t4 ifTrue: [
self gotoX: (i1+self xpos) y: self ypos.
]].
i2 = 'TFGH' ifTrue:
[t1_ 'T'.
t2_ 'G'.
t3_ 'F'.
t4_ 'H'.
t1_ self keyPressed:t1.
t2_ self keyPressed:t2.
t3_ self keyPressed:t3.
t4_ self keyPressed:t4.
t1 ifTrue: [
self gotoX: self xpos y: (i1+ self ypos).
].
t2 ifTrue: [
t2_i1 * -1.
self gotoX: self xpos y: (t2+ self ypos).
].
t3 ifTrue: [
t3_i1 * -1.
self gotoX: (t3+self xpos) y: self ypos.
].
t4 ifTrue: [
self gotoX: (i1+self xpos) y: self ypos.
]].
i2 = 'IJKL' ifTrue:
[t1_ 'I'.
t2_ 'K'.
t3_ 'J'.
t4_ 'L'.
t1_ self keyPressed:t1.
t2_ self keyPressed:t2.
t3_ self keyPressed:t3.
t4_ self keyPressed:t4.
t1 ifTrue: [
self gotoX: self xpos y: (i1+ self ypos).
].
t2 ifTrue: [
t2_i1 * -1.
self gotoX: self xpos y: (t2+ self ypos).
].
t3 ifTrue: [
t3_i1 * -1.
self gotoX: (t3+self xpos) y: self ypos.
].
t4 ifTrue: [
self gotoX: (i1+self xpos) y: self ypos.
]].
Also add another section of code (do NOT add it to the above one!)
moveSpeed
^ #('arrow' 'WASD' 'TFGH' 'IJKL')
Then goto: Scratch-Blocks >> CommandBlockMorph >> private >> uncoloredArgMorphFor:
and add the following:
$w = t2 ifTrue: [^ ChoiceArgMorph new getOptionsSelector: #moveSpeed;
choice: 'arrow'].
That will make the 'arrow key move with speed (10)' into:
'move with [arrow v (dropdowns: arrow, WASD, TFGH, IJKL)] keys at a speed of (10)' Thsi is tested!
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Ok, ignore when i said
After i finish my modification, I will help code. but I am a bit better at block spec than the code, So i can do both, but... don't think that the code won't work.
I will join now, and i am getting WAY better at the code.
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SFollis wrote:
Ok, ignore when i said
After i finish my modification, I will help code. but I am a bit better at block spec than the code, So i can do both, but... don't think that the code won't work.
I will join now, and i am getting WAY better at the code.
Can you code an unique block that isn`t in any other mod?
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FanMarioPL wrote:
SFollis wrote:
Ok, ignore when i said
After i finish my modification, I will help code. but I am a bit better at block spec than the code, So i can do both, but... don't think that the code won't work.
I will join now, and i am getting WAY better at the code.Can you code an unique block that isn`t in any other mod?
i could, but it would be harder, so yes
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I can translate the mod to Polish language.
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ilikehamsters wrote:
I can translate the mod to Polish language.
Great!
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SFollis wrote:
You should probably add the people who are working on it to http://branchblocks.weebly.com/credits.html (the credits)
Yeah. I'll do that now.
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For the next version of Branch (1.1):
Let's try to implement a lot of the features I (and many other people) have come up with that are listed on this page.
We could also think about putting in things like basic BYOB and improve the paint and sound editors.
Last edited by powerpoint56 (2013-02-17 15:22:18)
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1. add download link to the site
2. in 1.1, i will try to create a compiler
3. i want to add new mesh feature in 1.1
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FanMarioPL wrote:
1. add download link to the site
2. in 1.1, i will try to create a compiler
3. i want to add new mesh feature in 1.1
1. Will add download now.
2. Great!
3. Sure.
Also, we should soon start thinking about making this for Mac users.
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I do not know how to make a mac mod xD
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FanMarioPL wrote:
I do not know how to make a mac mod xD
Same here. xD There has to be some way...
Whatever. Forget about Mac users.
Kidding.
Last edited by powerpoint56 (2013-02-17 15:45:51)
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Interest wrote:
I'll help out with what I can
just a few things to start out:
{..}
Great!
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