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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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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This should be implemented in Streak
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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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