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#1 2013-03-15 16:44:42

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Illumination - by EdgeGamer and Iaomeur

I don't think we'll be getting more people for this.

STORY

You are a boy in the land of Acerbus. The world has been inflicted by darkness, and it has just reached your small little town. It is plunging the world in pure darkness, and it is making people ill. Not you. You and a group of other fortunate people have been nicknamed the Illuminators, and you are the people who are not affected by the darkness. The world expects the Illuminators to stop the darkness. However, most Illuminators are only very young. How can they save the world? You must recruit them, and some cute little dragons, and train them. Obviously, you need training too!


http://blocks.scratchr.org/API.php?user=EdgeGamer&action=onlineStatus&onlinehttp://i46.tinypic.com/jjpkeg.gif&offline=http://i49.tinypic.com/2mg05ki.gif

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#2 2013-03-15 16:48:17

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

Great! I don't know if I can do a lot today but I'll do some work tomorrow. What should I start on?


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#3 2013-03-15 17:31:36

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

I'm not sure really. Can you make a little engine for top down view walking around with walls blocking and scrolling and such? That would be helpful. Also, can you take charge of the game's music? You know, calm town music, city music, exciting battle music, boss fight music, and super mega awesome right-to-action-out-of-nowhere title screen music etcv. There will need to be a few of each to keep every area unique. Maybe some of the Zelda music you like?

The title music is very important, so wait until I show you it before picking some out because then you will understand how it will work.


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#4 2013-03-15 19:20:14

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

http://scratch.mit.edu/projects/EdgeGamer/3181029

Look at this. The game will be silent until the white flash, where instantly exciting music will explode out.


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#5 2013-03-16 07:12:48

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

It LOVE it so far, but could you make the credits a bit faster because people might get bored waiting. However I think it's awesome where it just says illumination with a black screen then theres a huge flash and I understand that you want some really exciting music and I'll try to find some.

Although this game should have loads of music, I don't know if that will be possible because music takes up LOADS of space. I don't think we should include too much music...


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#6 2013-03-16 09:57:50

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

OK. Keep it with the important stuff like title screen. Also, I will change the credit speed.

P.S. I'm gonna start a battle engine soon.

Last edited by EdgeGamer (2013-03-16 10:01:08)


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#7 2013-03-16 16:48:52

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

Are we going to do something like this then? I can't do the engine until I get some backgrounds and sprites for the main character. Do you think you could do them?


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#8 2013-03-16 17:08:31

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

Sort of like that, but the fights are different and there are a lot of other differences. Like I said, Like Pokemon but instead of fighting your monsters against another's monsters you go in a final fantasy sort of battle.

I can change the engine later if you want to just add some temporary graphics and such. Here is what it needs:

Walking (running when space is held, maybe?)

Walls (all a certain colour)

Multiple locations (change by variables. NOT colour sensing. Add <if touching player> to door instead)

That is pretty much all it needs. Again, I can edit the map, I just need it for the scripts, so do what you want graphics wise. It can look like a top down view version of The Dot for all I care  big_smile

Thanks for the help again, Iao.

Last edited by EdgeGamer (2013-03-16 17:14:31)


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#9 2013-03-17 08:39:22

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

EdgeGamer wrote:

Sort of like that, but the fights are different and there are a lot of other differences. Like I said, Like Pokemon but instead of fighting your monsters against another's monsters you go in a final fantasy sort of battle.

I can change the engine later if you want to just add some temporary graphics and such. Here is what it needs:

Walking (running when space is held, maybe?)

Walls (all a certain colour)

Multiple locations (change by variables. NOT colour sensing. Add <if touching player> to door instead)

That is pretty much all it needs. Again, I can edit the map, I just need it for the scripts, so do what you want graphics wise. It can look like a top down view version of The Dot for all I care  big_smile

Thanks for the help again, Iao.

Yeah I know the thing I gave you is different, I was just thinking if the engine would be like that...
Anyway, for this arrangement; I just want to double check. Is it me doing most of the scripting and you do most of the graphics? I kinda suck at drawing.

Also you know for the engine; should I just draw a basic stickman as a base for the character? I can't really start the engine until I get some backgrounds though. Also do you want there to be like grass so some dragon things appear? I'm sorry to bother you but I don't really understand what my task is and how this game will work. Once you explain it I could get to work...


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#10 2013-03-17 09:56:45

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

I just made a simple engine...


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#11 2013-03-18 13:19:21

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

I'm sorry I didn't make it clear, I really am. The problem is, the engine doesn't have much too work with.

WHAT IS NEEDED:

Basic walking (I can add running if necessary because I know how)

Multiple backgrounds (Just make each a different colour)

A place to go to to change the background

Walls (Just black lines that you can't walk through that are part of the background)

Make the player not able to walk diagonally (I just can't do that many costumes XD)

No scrolling (turns out we don't need it. I'm really sorry. Add it if you want to though, but I think it's really better without)

That's pretty much it. There is no need to apologize, it is my fault, and if you can't do this, I'll see what I can do. I do feel really bad wasting your time with things like scrolling. Really sorry. I have been hard at work. I've been working on graphics for the character and weapons.

Literaly, the best thing for the character is a black sqare (the game being top-down and all) but it really doesn't matter.

Last edited by EdgeGamer (2013-03-18 13:40:05)


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#12 2013-03-18 14:56:40

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

Don't be sorry! I just wasn't really clear what you wanted me to do... I get it now. So you want me to make it so that when the character touches the edge of the screen it changes? Anyway I think I get the rest. Tell me if I'm wrong but I think you want me a make: an engine where the character can move around (but not diagonally) and run if a certain key is pressed (I don't really know how to do that) and detect walls but not use a colour sensor (that part might be hard because it would need a colour sensor to detect walls from all directions...) and also change backgrounds if he is touching the edge.

Is that correct?


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#13 2013-03-18 15:18:17

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

Close. Make it change background when he touches a kind of door sprite, if you get what I mean. Thanks for understanding. I saw you had the latest post and was thinking "Oh he won't be mad will he? Did he work hard on that last one?". Just make the player basic, because I'm working on my own player complete with animations, which is nearly ready!

Also, collision with walls can use colours, just not the door sprite.

Last edited by EdgeGamer (2013-03-18 15:19:03)


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#14 2013-03-18 15:23:55

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

Ok cool, I'll finish up the engine tomorrow because I'm busy now. So for the door should I just say "if touching door sprite broadcast next background" or something?


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#15 2013-03-18 15:29:47

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

Put the script on the door itself, just to put less lag onto the player who will have scripts for tons of different doors.


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#16 2013-03-18 15:34:55

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

Yeah I will, thanks for explaining  big_smile


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#17 2013-03-20 15:05:31

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

So how is it doing? Also, can you link me to your test acccount so I can friend it? I want to be able to quickly see the tests for this game. Or you could just add me XD


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#18 2013-03-21 13:33:00

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

Ok I'll add you, sorry progress is slow, I've had loads of homework and school stuff. I'll finish the engine as soon as I can. However, the easter holidays are coming up; I'll have nothing to do so I could do loads of work. Really sorry...


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#19 2013-03-21 17:32:41

EdgeGamer
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Registered: 2012-07-04
Posts: 100+

Re: Illumination - by EdgeGamer and Iaomeur

No problem. School comes first, I understand, same for me. Yeah, I should get some done then too!


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#20 2013-03-25 15:28:57

iaoumeur
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Registered: 2012-11-24
Posts: 500+

Re: Illumination - by EdgeGamer and Iaomeur

I am REALLY sorry but look at this project...


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