Actually, I believe this can be done with simple variables. I recall that a game called EV Nova used something called "mission bits" which were simply variables that changed from zero to one based on certain conditions. Hang on...
[blocks]<if>gotpie=1
<say[ mmm...pie]for( 3 )secs>
<else>
<say[ I WANT MY PIE!]for( 3 )secs>[/blocks]
There, thats your ridiculous example, of course, you would have to make the script set the variable to one after you touch the pie, to pick it up.
[blocks]
<when green flag clicked>
<forever>
<if> <touching[ pie]>
<set{ gotpie }to(1)
Last edited by Ingoguy15 (2008-03-17 07:59:55)
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I am perfectly aware of the properties of true/false variables, I'm even implementing plenty of them in my spell system, but I still want to know if anybody has experimented with open-ended gameplay. I'll definitely look this game up.
As for multiple storylines, would this be possible? I believe so, but still: Would it be possible to include more than one player-character in a Scratch game where the extra character/characters would have different powers and abilities?
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What you describe is certainly possible with Scratch, either using separate sprites or costumes of a single sprite to represent the characters.
As Ingoguy pointed out, you can use variables to track which character is active and add "powers" based on what they do or what they touch. This would be similar to the way many Scratch projects track "damage".
It's almost certain that an example of the type gameplay you are interested in is out there ; whether you can find it is among the thousands of projects that are posted is another matter.
-MrEd
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Yes. I am using a similar thing in my and Razzsputain's Station Defense, it works for switching weapons. As of right now, though, its very rudimentary and development is on hold until Razz finishes the autoturret code.
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