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#1 2010-06-04 14:20:25

TroZyKnuGusVorTual
Scratcher
Registered: 2010-06-04
Posts: 3

Scripted Entitys (SENT'S)

My suggestion, is creating a new type of entity, called Scripted Entity, then scripting it and what it does when it is spawned and stuff, then saving it into a database file linked to the project. On something like a demolition game for abandoned buildings, there could be a rubble SENT, and when something triggers the building to explode, it also triggers a certain number of rubble SENT's to spawn, do what it's been scripted to do, and then be "removed" from the area (NOT THROUGH HIDING), and can decrease memory used. This is also suggesting some new  script blocks like

        Spawn SENT * Selection Box Here*

        Also a block for SENT's when they are removed

       <if> <touching[edge]>
       <Remove> (not for ordinary sprites)

        A sensing block for quantity
       
        <If> <[Quantity] Of [Class of sent] Spawned>
        <say [OVERLOAD!]>

       A master script for deleting SENTS
 
         <Remove all SENT's>

This could also be used for things like smoke and fire
PLEASE CONSIDER!

Last edited by TroZyKnuGusVorTual (2010-06-04 14:50:38)


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#2 2010-06-05 14:21:43

juststickman
Scratcher
Registered: 2009-05-31
Posts: 1000+

Re: Scripted Entitys (SENT'S)

Seems like a great idea, sadly I know the scratch team will say NO because it's too complicated for little kids (which I disagree with).


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#3 2010-06-05 16:31:22

frogger3140
Scratcher
Registered: 2008-12-15
Posts: 500+

Re: Scripted Entitys (SENT'S)

This should be implemented in Streak


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Woo, even better minecraft clone! | I feel that programming is better than animation, because you can interact with games but not animations.

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#4 2010-06-05 17:52:57

technoguyx
Scratcher
Registered: 2008-10-18
Posts: 1000+

Re: Scripted Entitys (SENT'S)

juststickman wrote:

Seems like a great idea, sadly I know the scratch team will say NO because it's too complicated for little kids (which I disagree with).

Right >.>


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