I suppose the text based setup would increase the available memory..
what to name it though....
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That's a really good idea. I hope they do this in Scratch 1.5. It would also be more educational in computer programming.
Last edited by martianshark (2009-09-03 00:39:07)
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Fireball: Maybe we could name it ScratchText?
Martian: Highly doubtful, this idea has been given many times before 1.4 But it has gotten slightly popular.
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Magnie wrote:
Fireball: Maybe we could name it ScratchText?
nah, too boring, how about cheep or something else
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fireball123 wrote:
Magnie wrote:
Fireball: Maybe we could name it ScratchText?
nah, too boring, how about cheep or something else
ScratchText?
Text-Scratch!!!!
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O.O Great!
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The-Whiz wrote:
illusionist wrote:
fireball123 wrote:
nah, too boring, how about cheep or something elseScratchText?
Text-Scratch!!!!ScratchText is my programming language!
What evar... NOT ANYMORE!!!! >
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illusionist wrote:
The-Whiz wrote:
illusionist wrote:
ScratchText?
Text-Scratch!!!!ScratchText is my programming language!
What evar... NOT ANYMORE!!!! >
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rofl xD
Cheep is too close to Chirp...How about Emerald?
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Well, it won't be the same if people think "Which ScratchText are they talking about? Whiz's or the ScratchText team? Which ScratchText team? The one with illusionist and Magnie or Whiz's stuff?" Oh so complicated, it was so confusing it took me a minute to figure out what to type. xD Besides Emerald sounds so cool.
Logo:
Last edited by Magnie (2009-09-03 22:19:27)
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emerald, pretty good
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Emerald, great!
But - Scratch has textual representation of blocks... Shift-click "File" and select "write project summary", then select a folder.
Textual code of Trapped:
Sprite: Stage Costumes (34): background1 (480x360) background2 (480x360) x=0;y=0 (480x360) x=1;y=0 (480x360) x=2;y=0 (480x360) x=2;y=1 (480x360) x=3;y=0 (480x360) x=4;y=0 (480x360) x=3;y=-1 (480x360) x=2;y=-1 (480x360) x=2;y=-2 (480x360) x=1;y=-1 (480x360) x=5;y=0 (480x360) x=5;y=1 (480x360) x=6;y=0 (480x360) x=7;y=0 (480x360) x=8;y=0 (480x360) x=8;y=1 (480x360) x=9;y=1 (480x360) x=10;y=1 (480x360) x=10;y=0 (480x360) x=10;y=-1 (480x360) x=9;y=-1 (480x360) x=9;y=-2 (480x360) x=10;y=-2 (480x360) x=8;y=-2 (480x360) x=8;y=-1 (480x360) x=8;y=-3 (480x360) x=9;y=-3 (480x360) x=8;y=-4 (480x360) x=10;y=-3 (480x360) x=11;y=minusthree (480x360) x=12;y=-3; (480x360) x=13;y=-3; (480x360) Sounds (1): pop (0:00:00) Stacks (11): when z key pressed repeat until ((answer) = "wyjdź") ask "Trapped-0.5:" and wait if ((answer) = "plecak") ask "Trapped-0.5: Plecak" and wait if ((answer) = "dodaj") ask "Co dodać?" and wait add (answer) to "Inventory" stop script if ((answer) = "usuń") ask "Co usunąć?" and wait set "Item to delete from list" to (answer) broadcast "Delete item from backpack" stop script if ((answer) = "wyjdź") stop script end when I receive "Delete item from backpack" if ((not ((Item to delete from list) = "")) and ((length of "Inventory" ) > "0")) set "__ITER__" to "1" repeat until ((item (__ITER__) of "Inventory" ) = (Item to delete from list)) change "__ITER__" by 1 delete (__ITER__) of "Inventory" end when green flag clicked delete "all" of "Inventory" delete "all" of "Notes" delete "all" of "_PLAYERDATA" set "x=11;y=-3 codefromtable" to "CY" end when I receive "Intro plx" repeat 10 change "brightness" effect by -10 switch to background "background2" repeat 10 change "brightness" effect by 10 wait 17 secs repeat 10 change "brightness" effect by -10 switch to background "x=0;y=0" repeat 10 change "brightness" effect by 10 set "roomX" to "0" set "roomY" to "0" broadcast "Controls activate" end when I receive "RoomY--" if ((roomY) = "1") if ((roomX) = "2") change "roomY" by -1 switch to background "x=2;y=0" stop script if ((roomY) = "0") if ((roomX) = "3") change "roomY" by -1 switch to background "x=3;y=-1" stop script if ((roomY) = "1") if ((roomX) = "5") change "roomY" by -1 switch to background "x=5;y=0" stop script if ((roomY) = "1") if ((roomX) = "8") change "roomY" by -1 switch to background "x=8;y=0" stop script if ((roomY) = "1") if ((roomX) = "10") change "roomY" by -1 switch to background "x=10;y=0" stop script if ((roomY) = "1") if ((roomX) = "10") change "roomY" by -1 switch to background "x=10;y=0" stop script if ((roomY) = "0") if ((roomX) = "10") change "roomY" by -1 switch to background "x=10;y=-1" stop script if ((roomY) = "-1") if ((roomX) = "9") change "roomY" by -1 switch to background "x=9;y=-2" stop script if ((roomY) = "-1") if ((roomX) = "8") change "roomY" by -1 switch to background "x=8;y=-2" stop script if ((roomY) = "-2") if ((roomX) = "8") change "roomY" by -1 switch to background "x=8;y=-3" stop script if ((roomY) = "-1") if ((roomX) = "2") change "roomY" by -1 switch to background "x=2;y=-2" stop script if ((roomY) = "-3") if ((roomX) = "8") change "roomY" by -1 switch to background "x=8;y=-4" stop script end when I receive "RoomY++" if ((roomY) = "0") if ((roomX) = "2") change "roomY" by 1 switch to background "x=2;y=1" stop script if ((roomY) = "-1") if ((roomX) = "3") change "roomY" by 1 switch to background "x=3;y=0" stop script if ((roomY) = "0") if ((roomX) = "5") change "roomY" by 1 switch to background "x=5;y=1" stop script if ((roomY) = "0") if ((roomX) = "8") change "roomY" by 1 switch to background "x=8;y=1" stop script if ((roomY) = "0") if ((roomX) = "10") change "roomY" by 1 switch to background "x=10;y=1" stop script if ((roomY) = "-1") if ((roomX) = "10") change "roomY" by 1 switch to background "x=10;y=0" stop script if ((roomY) = "-2") if ((roomX) = "9") change "roomY" by 1 switch to background "x=9;y=-1" stop script if ((roomY) = "-2") if ((roomX) = "8") change "roomY" by 1 switch to background "x=8;y=-1" stop script if ((roomY) = "-2") if ((roomX) = "2") change "roomY" by 1 switch to background "x=2;y=-1" stop script if ((roomY) = "-4") if ((roomX) = "8") change "roomY" by 1 switch to background "x=8;y=-3" stop script if ((roomY) = "-3") if ((roomX) = "8") change "roomY" by 1 switch to background "x=8;y=-2" stop script end when I receive "RoomX++" if ((roomX) = "0") if ((roomY) = "0") change "roomX" by 1 switch to background "x=1;y=0" stop script if ((roomX) = "1") if ((roomY) = "0") change "roomX" by 1 switch to background "x=2;y=0" stop script if ((roomX) = "2") if ((roomY) = "0") change "roomX" by 1 switch to background "x=3;y=0" stop script if ((roomX) = "3") if ((roomY) = "0") change "roomX" by 1 switch to background "x=4;y=0" stop script if ((roomX) = "2") if ((roomY) = "-1") change "roomX" by 1 switch to background "x=3;y=-1" stop script if ((roomX) = "4") if ((roomY) = "0") change "roomX" by 1 switch to background "x=5;y=0" stop script if ((roomX) = "5") if ((roomY) = "0") change "roomX" by 1 switch to background "x=6;y=0" stop script if ((roomX) = "6") if ((roomY) = "0") if (( "am I open?" of s[SciBedLock] ) = "1") change "roomX" by 1 switch to background "x=7;y=0" stop script if ((roomX) = "7") if ((roomY) = "0") change "roomX" by 1 switch to background "x=8;y=0" stop script if ((roomX) = "8") if ((roomY) = "1") change "roomX" by 1 switch to background "x=9;y=1" stop script if ((roomX) = "9") if ((roomY) = "1") change "roomX" by 1 switch to background "x=10;y=1" stop script if ((roomX) = "9") if ((roomY) = "-1") change "roomX" by 1 switch to background "x=10;y=-1" stop script if ((roomX) = "9") if ((roomY) = "-2") change "roomX" by 1 switch to background "x=10;y=-2" stop script if ((roomX) = "8") if ((roomY) = "-2") if (( "am I open?" of s[Elevator1Btn] ) = "1") change "roomX" by 1 switch to background "x=9;y=-2" stop script if ((roomX) = "8") if ((roomY) = "-3") change "roomX" by 1 switch to background "x=9;y=-3" stop script if ((roomX) = "1") if ((roomY) = "-1") change "roomX" by 1 switch to background "x=2;y=-1" stop script if ((roomX) = "9") if ((roomY) = "-3") change "roomX" by 1 switch to background "x=10;y=-3" stop script if ((roomX) = "10") if ((roomY) = "-3") change "roomX" by 1 switch to background "x=11;y=minusthree" stop script end when I receive "RoomX--" if ((roomX) = "1") if ((roomY) = "0") change "roomX" by -1 switch to background "x=0;y=0" stop script if ((roomX) = "2") if ((roomY) = "0") change "roomX" by -1 switch to background "x=1;y=0" stop script if ((roomX) = "3") if ((roomY) = "0") change "roomX" by -1 switch to background "x=2;y=0" stop script if ((roomX) = "4") if ((roomY) = "0") change "roomX" by -1 switch to background "x=3;y=0" stop script if ((roomX) = "3") if ((roomY) = "-1") change "roomX" by -1 switch to background "x=2;y=-1" stop script if ((roomX) = "4") if ((roomY) = "0") change "roomX" by -1 switch to background "x=3;y=0" stop script if ((roomX) = "5") if ((roomY) = "0") change "roomX" by -1 switch to background "x=4;y=0" stop script if ((roomX) = "6") if ((roomY) = "0") change "roomX" by -1 switch to background "x=5;y=0" stop script if ((roomX) = "7") if ((roomY) = "0") if (( "am I open?" of s[SciBedLock] ) = "1") change "roomX" by -1 switch to background "x=6;y=0" stop script if ((roomX) = "8") if ((roomY) = "0") change "roomX" by -1 switch to background "x=7;y=0" stop script if ((roomX) = "9") if ((roomY) = "1") change "roomX" by -1 switch to background "x=8;y=1" stop script if ((roomX) = "10") if ((roomY) = "1") change "roomX" by -1 switch to background "x=9;y=1" stop script if ((roomX) = "10") if ((roomY) = "-1") change "roomX" by -1 switch to background "x=9;y=-1" stop script if ((roomX) = "10") if ((roomY) = "-2") change "roomX" by -1 switch to background "x=9;y=-2" stop script if ((roomX) = "9") if ((roomY) = "-2") if (( "am I open?" of s[Elevator1Btn] ) = "1") change "roomX" by -1 switch to background "x=8;y=-2" stop script if ((roomX) = "9") if ((roomY) = "-3") change "roomX" by -1 switch to background "x=8;y=-3" stop script if ((roomX) = "2") if ((roomY) = "-1") change "roomX" by -1 switch to background "x=1;y=-1" stop script if ((roomX) = "10") if ((roomY) = "-3") change "roomX" by -1 switch to background "x=9;y=-3" stop script if ((roomX) = "11") if ((roomY) = "-3") change "roomX" by -1 switch to background "x=10;y=-3" stop script end when green flag clicked clear graphic effects switch to background "background1" end when i key pressed broadcast "Show inventory" end when n key pressed broadcast "Show notes" end -------- Sprite: PortalLock Costumes (1): costume1 (78x360) Sounds (0): No stacks. -------- Sprite: BrokenKeypad Costumes (1): costume1 (304x48) Sounds (0): No stacks. -------- Sprite: Fluorosulfuric Acid Costumes (1): costume1 (29x46) Sounds (1): Bubbles (0:00:04) Stacks (3): when I receive "MakeAcid" play sound "Bubbles" until done show end when Fluorosulfuric Acid clicked add "Fluorosulfuric Acid" to "Inventory" set "collected?" to "1" hide end when green flag clicked go to x: -36 y: -23 hide end -------- Sprite: UP Costumes (1): costume1 (480x16) Sounds (0): Stacks (3): when UP clicked broadcast "RoomY++" end when I receive "Controls activate" show set "ghost" effect to 100 forever if (touching s[ ]?) else say "/\" set "ghost" effect to 70 else say "" set "ghost" effect to 100 end when green flag clicked hide end -------- Sprite: Empty bottle Costumes (1): costume1 (29x46) Sounds (0): Stacks (4): when I receive "EmptyBottleToSlot" set "Item to delete from list" to "Empty bottle" broadcast "Delete item from backpack" and wait show glide 1 secs to x: -36 y: -23 broadcast "MakeAcid" end when green flag clicked go to x: 10 y: -105 hide end when Empty bottle clicked add "Empty bottle" to "Inventory" set "collected?" to "1" end when I receive "Controls activate" set "collected?" to "0" forever if ((((roomX) = "10") and ((roomY) = "-3")) and (not ( "Inventory" contains "Empty bottle"))) else if ((collected?) = "1") hide stop script show else if ((collected?) = "1") hide stop script hide end -------- Sprite: ChemLabPlaceholderB Costumes (1): costume1 (28x32) Sounds (0): Stacks (3): when green flag clicked hide end when ChemLabPlaceholderB clicked if ( "Inventory" contains "Sulfur Trioxide") else broadcast "SulfurTrioxideToSlot" else say "[No proper item to use with.]" for 2 secs end when I receive "Controls activate" hide set "ghost" effect to 100 forever if ((not ( "Inventory" contains "Fluorosulfuric Acid")) and (((roomX) = "1") and ((roomY) = "-1"))) else show if (touching s[ ]?) else say "B" set "ghost" effect to 70 else say "" set "ghost" effect to 100 else if ( "Inventory" contains "Fluorosulfuric Acid") else hide stop script else hide end -------- Sprite: Sulfur Trioxide Costumes (1): costume1 (21x31) Sounds (0): Stacks (4): when I receive "SulfurTrioxideToSlot" set "Item to delete from list" to "Sulfur Trioxide" broadcast "Delete item from backpack" and wait show glide 1 secs to x: -150 y: -14 wait until ( "Inventory" contains "Fluorosulfuric Acid") hide end when Sulfur Trioxide clicked add "Sulfur Trioxide" to "Inventory" set "collected?" to "1" end when I receive "Controls activate" set "collected?" to "0" forever if ((((roomX) = "2") and ((roomY) = "-2")) and (not ( "Inventory" contains "Sulfur Trioxide"))) else if ((collected?) = "1") hide stop script show else if ((collected?) = "1") hide stop script hide end when green flag clicked go to x: -34 y: -65 hide end -------- Sprite: Hydrogen Fluoride Costumes (1): costume1 (31x32) Sounds (0): Stacks (4): when I receive "HydrogenFluorideToSlot" set "Item to delete from list" to "Hydrogen Fluoride" broadcast "Delete item from backpack" and wait show go to s[ ] repeat 18 turn 10 degrees go to x: -72 y: 63 wait until ( "Inventory" contains "Fluorosulfuric Acid") hide end when I receive "Controls activate" set "collected?" to "0" forever if ((((roomX) = "8") and ((roomY) = "-4")) and (not ( "Inventory" contains "Hydrogen Fluoride"))) else if ((collected?) = "1") hide stop script show else if ((collected?) = "1") hide stop script hide end when Hydrogen Fluoride clicked add "Hydrogen Fluoride" to "Inventory" set "collected?" to "1" end when green flag clicked go to x: -120 y: 42 point in direction 90 hide end -------- Sprite: ChemLabPlaceholderA Costumes (1): costume1 (19x24) Sounds (0): Stacks (3): when green flag clicked hide end when ChemLabPlaceholderA clicked if ( "Inventory" contains "Hydrogen Fluoride") else broadcast "HydrogenFluorideToSlot" else say "[No proper item to use with.]" for 2 secs end when I receive "Controls activate" hide set "ghost" effect to 100 forever if ((not ( "Inventory" contains "Fluorosulfuric Acid")) and (((roomX) = "1") and ((roomY) = "-1"))) else show if (touching s[ ]?) else say "A" set "ghost" effect to 70 else say "" set "ghost" effect to 100 else if ( "Inventory" contains "Fluorosulfuric Acid") else hide stop script else hide end -------- Sprite: ChemLabPlaceholderC Costumes (1): costume1 (24x28) Sounds (0): Stacks (3): when green flag clicked hide end when ChemLabPlaceholderC clicked if ( "Inventory" contains "Empty bottle") else broadcast "EmptyBottleToSlot" else say "[No proper item to use with.]" for 2 secs end when I receive "Controls activate" hide set "ghost" effect to 100 forever if ((not ( "Inventory" contains "Fluorosulfuric Acid")) and (((roomX) = "1") and ((roomY) = "-1"))) else show if (touching s[ ]?) else say "C" set "ghost" effect to 70 else say "" set "ghost" effect to 100 else if ( "Inventory" contains "Fluorosulfuric Acid") else hide stop script else hide end -------- Sprite: Note from Liftshaft Costumes (1): costume1 (34x41) Sounds (0): Stacks (3): when green flag clicked hide end when I receive "Controls activate" set "collected?" to "0" forever if (((roomX) = "8") and ((roomY) = "-1")) else if ((collected?) = "1") hide stop script show else if ((collected?) = "1") hide stop script hide end when Note from Liftshaft clicked add (join "Got here? If yes, you must be " (item 1 of "_PLAYERDATA" )) to "Notes" add "This is very important. GLaDOS started to rebel out again. We thought Chell killed her." to "Notes" add "As you can see, we were wrong. First of all, she changed passwords, so noone could get out." to "Notes" add "Then, she told the newbie IT operator to connect her to the Archive." to "Notes" add "He foolishly believed that it was needed for her to work." to "Notes" add "GLaDOS found the closed Subnet research. If you don't know what subnet is, look for" to "Notes" add "the note in Submachine lab. The password is (or was) mortalkombat" to "Notes" add "If she changed this password too, we're stuck!" to "Notes" set "collected?" to "1" end -------- Sprite: Elevator1Btn Costumes (2): Locked (13x44) Open (13x44) Sounds (0): Stacks (3): when I receive "Controls activate" set "am I open?" to "0" say "" forever if (((roomX) = "9") and ((roomY) = "-2")) else show else hide end when green flag clicked hide set "am I open?" to "0" forever if ((am I open?) = "1") else switch to costume "Open" else switch to costume "Locked" end when Elevator1Btn clicked if ((am I open?) = "0") else ask "Enter Password" and wait if (((answer) = "cake") or ((answer) = "Cake")) else set "am I open?" to "1" say "Password correct. Please proceed to the elevator" for 2 secs else say "Password INCORRECT" for 2 secs else say "Please proceed to the elevator" for 2 secs end -------- Sprite: LEFT Costumes (1): costume1 (13x360) Sounds (0): Stacks (3): when LEFT clicked broadcast "RoomX--" end when green flag clicked hide end when I receive "Controls activate" show set "ghost" effect to 100 forever if (touching s[ ]?) else say "<-" set "ghost" effect to 70 else say "" set "ghost" effect to 100 end -------- Sprite: Credits Costumes (2): costume1 (148x27) costume2 (148x27) Sounds (0): Stacks (4): when green flag clicked forever if (touching s[ ]?) else switch to costume "costume2" else switch to costume "costume1" end when green flag clicked show end when I receive "Out Of Menu" hide end when Credits clicked say "Click or press SPACE to close the window" for 2 secs broadcast "Show credits" end -------- Sprite: Instructions Costumes (2): costume1 (148x27) costume2 (148x27) Sounds (0): Stacks (4): when green flag clicked forever if (touching s[ ]?) else switch to costume "costume2" else switch to costume "costume1" end when green flag clicked show end when I receive "Out Of Menu" hide end when Instructions clicked say "Click or press SPACE to close the window" for 2 secs broadcast "Show instructions" end -------- Sprite: Decipherer Costumes (1): costume1 (71x29) Sounds (0): Stacks (3): when green flag clicked hide set "Status" to "0" end when Decipherer clicked say "Decipher what? [Press 1 to insert ciphered note]" wait until (key "1" pressed?) if ( "Inventory" contains "Note from "red bedroom"") else set "Item to delete from list" to "Note from "red bedroom"" broadcast "Delete item from backpack" say "Decipher with what? [Press 2 to insert decipher card]" wait until (key "2" pressed?) if ( "Inventory" contains "Decipher Card 1") else set "Item to delete from list" to "Decipher Card 1" broadcast "Delete item from backpack" add "The studies of Submachine had nearly discovered the purpose of Subnet." to "Notes" add "We think it's set by ancient civilization to block passing between Dimensions." to "Notes" add "As for the Subnet itself, it's clearly a computer, but we don't know how it works." to "Notes" add "But we had to stop after disappearing of our supervisor, mr. LeMort." to "Notes" add (join "That's why we called " (join (item 1 of "_PLAYERDATA" ) " - we strongly believe it will help us.")) to "Notes" add "PS. She changed password to the elevator, it's something that was a lie to Chell..." to "Notes" say "Note deciphered. [Press SPACE to hide]" wait until (key "space" pressed?) hide else say "No valid decipher card." for 2 secs else say "Nothing to decipher." for 2 secs say "" end when I receive "Controls activate" say "" forever if (((roomX) = "9") and ((roomY) = "-2")) else show else hide end -------- Sprite: Decipher Card 1 Costumes (1): costume1 (32x17) Sounds (0): Stacks (3): when Decipher Card 1 clicked add "Decipher Card 1" to "Inventory" set "collected?" to "1" end when I receive "Controls activate" set "collected?" to "0" forever if ((((roomX) = "10") and ((roomY) = "-2")) and (not ( "Inventory" contains "Decipher Card 1"))) else if ((collected?) = "1") hide stop script show else if ((collected?) = "1") hide stop script hide end when green flag clicked hide end -------- Sprite: RIGHT Costumes (1): costume1 (13x360) Sounds (0): Stacks (3): when I receive "Controls activate" show set "ghost" effect to 100 forever if (touching s[ ]?) else say "->" set "ghost" effect to 70 else say "" set "ghost" effect to 100 end when green flag clicked hide end when RIGHT clicked broadcast "RoomX++" end -------- Sprite: Note from SciBed2 Costumes (1): costume1 (37x43) Sounds (0): Stacks (3): when Note from SciBed2 clicked add "Note from "red bedroom"" to "Inventory" set "collected?" to "1" end when I receive "Controls activate" set "collected?" to "0" forever if ((((roomX) = "8") and ((roomY) = "0")) and (not ( "Inventory" contains "Note from "red bedroom""))) else if ((collected?) = "1") hide stop script show else if ((collected?) = "1") hide stop script hide end when green flag clicked hide end -------- Sprite: Keycard#1 Costumes (1): costume1 (33x22) Sounds (0): Stacks (3): when Keycard#1 clicked add "Keycard#1" to "Inventory" set "collected?" to "1" end when green flag clicked hide end when I receive "Controls activate" set "collected?" to "0" forever if ((((roomX) = "2") and ((roomY) = "-1")) and (not ( "Inventory" contains "Keycard#1"))) else if ((collected?) = "1") hide stop script show else if ((collected?) = "1") hide stop script hide end -------- Sprite: SciBedLock Costumes (2): locked (27x52) open (27x52) Sounds (0): Stacks (4): when green flag clicked hide end when green flag clicked set "am I open?" to "0" forever if ((am I open?) = "1") else switch to costume "open" else switch to costume "locked" end when green flag clicked forever if (((roomX) = "6") and ((roomY) = "0")) else show else hide end when SciBedLock clicked if ((am I open?) = "0") else say "[Locked. Press SPACE to insert keycard]" wait until (key "space" pressed?) if ( "Inventory" contains "Keycard#1") else set "am I open?" to "1" say "Door open. You can go to the next room now." for 2 secs else say "You don't have a valid keycard." for 2 secs else say "Door open. You can go to the next room now." for 2 secs end -------- Sprite: Infopoint in Lobby Costumes (1): costume1 (90x97) Sounds (0): Stacks (3): when I receive "Controls activate" forever if (((roomX) = "5") and ((roomY) = "1")) else show else hide end when green flag clicked hide end when Infopoint in Lobby clicked say (join "This is the information point, " (item 1 of "_PLAYERDATA" )) for 2 secs say "If you have the DVD, insert it now." for 2 secs say "[Press SPACE to insert DVD]" wait until (key "space" pressed?) if ( "Inventory" contains "Disc from GLaDOS") else say (join "Wait up, " (join (item 1 of "_PLAYERDATA" ) ". I'm printing you some notes...")) for 2 secs add "Known coordinates list begins:" to "Notes" add "AR7 PX3 - Lighhouse" to "Notes" add "CU2 RM4 - Sewers" to "Notes" add "000 LAB - Aperture Science Laboratories" to "Notes" add ":End of coordinates list." to "Notes" say "Notes printed. [You have received 5 notes]" for 2 secs set "Item to delete from list" to "Disc from GLaDOS" broadcast "Delete item from backpack" else if ( "Notes" contains "Known coordinates list begins:") else say (join "You alredy have the notes, " (item 1 of "_PLAYERDATA" )) for 2 secs else say (join "Wait a minute, you have " (join (item 2 of "_PLAYERDATA" ) " years of experience and you didn't find the DVD?")) for 3 secs end -------- Sprite: Disc from GLaDOS Costumes (1): costume1 (29x14) Sounds (0): Stacks (4): when I receive "Controls activate" set "collected?" to "0" forever if ((((roomX) = "2") and ((roomY) = "1")) and (not ( "Inventory" contains "Disc from GLaDOS"))) else if ((collected?) = "1") hide stop script show else if ((collected?) = "1") hide stop script hide end when green flag clicked hide end when Disc from GLaDOS clicked add "Disc from GLaDOS" to "Inventory" set "collected?" to "1" end broadcast "Controls activate" -------- Sprite: DOWN Costumes (1): costume1 (480x16) Sounds (0): Stacks (3): when DOWN clicked broadcast "RoomY--" end when I receive "Controls activate" show set "ghost" effect to 100 forever if (touching s[ ]?) else say "\/" set "ghost" effect to 70 else say "" set "ghost" effect to 100 end when green flag clicked hide end -------- Sprite: SayerOfStuff Costumes (1): costume1 (3x3) Sounds (1): Trapped-GLaDOS-1 (0:00:16) Stacks (6): when green flag clicked set "ghost" effect to 100 hide end when I receive "Intro plx" go to x: -97 y: -3 show wait 1 secs play sound "Trapped-GLaDOS-1" say "Welcome to the Aperture Science Enrichment Center." for 3 secs say "As you maybe know, we study portals here. " for 3 secs say "The scientists discovered a sub-atomical dimension which we called The Submachine. " for 5 secs say "As the futher investigations found out, there are many Submachines." for 5 secs go to x: 0 y: 0 end when I receive "Show inventory" say (join "You have " (join (length of "Inventory" ) " items in your backpack.")) for 2 secs say (join "Your inventory is: " (join (Inventory) ". [Press space to hide]")) wait until (key "space" pressed?) say "" end when I receive "Show notes" ask (join "You have " (join (length of "Notes" ) " notes. Which one do you want to display?")) and wait say (join (item (answer) of "Notes" ) " [Press space to hide]") wait until (key "space" pressed?) say "" end when green flag clicked hide variable "Selected Note" end when I receive "Controls activate" wait until (((roomX) = "8") and ((roomY) = "0")) say "It's red paint, not blood. One of our scientists had strange sense of humor. We've fired him. [Press SPACE to hide]" wait until (key "space" pressed?) say "" end -------- Sprite: Newgame Costumes (2): costume1 (148x27) costume2 (148x27) Sounds (0): Stacks (3): when green flag clicked forever if (touching s[ ]?) else switch to costume "costume2" else switch to costume "costume1" end when green flag clicked delete "all" of "_PLAYERDATA" show end when Newgame clicked say "Before you proceed, I have to ask you some questions." for 2 secs ask "1. What's your name?" and wait add (answer) to "_PLAYERDATA" ask "2. How old are you?" and wait add (answer) to "_PLAYERDATA" hide broadcast "Out Of Menu" and wait broadcast "Intro plx" end -------- Sprite: Menu holder Costumes (1): costume1 (189x170) Sounds (0): Stacks (2): when green flag clicked show end when I receive "Out Of Menu" hide end -------- Sprite: Logo Costumes (1): Trapped_Logo (376x196) Sounds (0): Stacks (2): when I receive "Out Of Menu" hide end when green flag clicked show end -------- Sprite: CreditsWindow Costumes (1): costume1 (480x360) Sounds (0): Stacks (2): when green flag clicked set "ghost" effect to 100 hide end when I receive "Show credits" go to front show repeat 10 change "ghost" effect by -10 wait until ((mouse down?) or (key "space" pressed?)) repeat 10 change "ghost" effect by 10 hide go back 100 layers end -------- Sprite: InstructionsScreen Costumes (1): costume1 (480x360) Sounds (0): Stacks (2): when green flag clicked set "ghost" effect to 100 hide end when I receive "Show instructions" go to front show repeat 10 change "ghost" effect by -10 wait until ((mouse down?) or (key "space" pressed?)) repeat 10 change "ghost" effect by 10 hide go back 100 layers end --------
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Well, still, why not work with another programing language?
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big-bang wrote:
iamrpk wrote:
I think this will be easy to learn because we could use the same code we use for the forum blocks. Like this:
Code:
<say[ it works!And now:
NOT Code:
<say[ it works!I used the same code each time. So, we could just use the forum commands.
But how would we text-base the costumes tab? I have total confidence that somebody will find a solution, but if we want to abolish all graphic interface...
This approach is Using Crazy Punctuation where No Crazy Punctuation is Needed...
You simply allow that the Word SAY in Capital Letters is a -Reserved- Command Function,
You Can't use it anywhere else, for any other purpose...
So that the Say Command may be simply written:
SAY "Oinka Boinka"
The Quotes indicate that the phrase is a String, and may be handled in a special way.
A Number would Ordinarily be written as 12345, But if you make it into a String,
"12345" ( And there should be a Command to Convert Numbers and Other Objects Back & Forth )
You can then Perform String Functions on it...!
NO CRAZY PUNCTUATION...!!!
It is Entirely Superfluous...!!!
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Yes, no punctuation unless it's completely necessary.
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Fireball123_tests wrote:
interesting but, scratch is meant for beginners and this just makes it harder, plus what advantages would you gain from this? coding would be slower, plus the scratch team has a lot to do already
In the example, you can choose if you want blocks or text, so if you're a beginner, you can just use blocks. Later, you can start using text. The advantage is that it is closer to real programming, so it's more educational.
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thats kinda of what i was wanting... except that its [view text version of block].
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Those are summaries. Big difference. I have made a small version of Emerald, it only does a few things. Emerald
It is not uploaded so don't count on getting it.
Off topic: Marky, your sig is a little religious, and it's getting obnoxious with the animations. I can't ever concentrate on posting.
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Magnie wrote:
illusionist wrote:
The-Whiz wrote:
ScratchText is my programming language!What evar... NOT ANYMORE!!!! >
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rofl xD
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Cheep is too close to Chirp...How about Emerald?
id say thats to close to ruby... nice idea though, but how is it linked to scratch? Emeral... scratch... if scratch had green eyes, maybe, but he doesn't.
How about orange?! :LOL:
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How about Scene? Except I already named the program Emerald and besides Emerald and Ruby are two different words. Cheep and Chirp have 3 letters in common.
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I already said I can help - I'm a beginning C# programmer, but I know few things. For example, C# is pretty object oriented; that helps a lot. Also, it is amazing, how many things you can do with a text string - instead of
"print (enter) LOL"
you could type
"print :LOL"
.
Also, it's possible to exploit the libraries for .NET, which are pretty awesome (it's possible to embed a Gecko (Firefox engine) inside a form) - if we are going to make a GUI for Emerald, I think I can help a lot. Maybe I'm not into DirectX or something, but it's possible to learn it - there are tutorials, and if we're going to make a Scratch-like program, we're gonna need SDL or DirectX. I have a suggestion - why not make Emerald object-oriented, I mean, script from one sprite will be able to do operations other sprite(s), so it will be possible to make a particle system, like this code (also, my idea for Emerald syntax):
project author:filo5; project name:particle test; set canvas size: x=400, y=400; //initialize particles set `iter` to 1; repeat (25) { new sprite ("Particle" & `iter`); ("Particle" & `iter`)::give costume :lib/particle.png; ("Particle" & `iter`)::set position x=(random Canvas::X_MIN to Canvas::X_MAX), y=(random Canvas::Y_MIN to Canvas::Y_MAX); change `iter` by=1; } private script "glide particles" (parameter ^glide time^ with default="0.2"){ set `iter` to 1; repeat(25){ ("Particle" & `iter`)::glide seconds=^glide time^ to x=(random Canvas::X_MIN to Canvas::X_MAX, y=(random Canvas::Y_MIN to Stage::Y_MAX); change `iter` by=1; } } forever{ call script="glide particles" of=self, parameters:^glide time^=(random 0.1 to 0.3); wait (random 0.5 to 2); }
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