TheSuccessor wrote:
nXIII wrote:
TheSuccessor wrote:
Code:
pointColor: t1 World activeHand showTemporaryCursor: ((Form extent: 5 @ 5 depth: 32) fillColor: t1)Put this in a custom block spec with a color picker in it. You'll see it works, but when you use it in full screen (but not in normal) and click it makes nasty grey squares come up on the stage. Can anybody fix it?
Yes, the presenter detects damage done and limits redrawing to that area, the cursor may be messing that up; I also find that temporary cursors are deleted when clicking a ScratchPresenterMorph.
I found it works if you give the stage this script:
when stage clicked
set pointer color to [ ].
How would you code this into the method?
In ScratchPresenterMorph's mouseDown: method, I believe (if it has one...)
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midnightleopard wrote:
Bingo is my favourite mod because panther has to many cool but useless features. Bingo has just what I want!
thanks for the great compliment!
i hope you all are enjoying Bingo!
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Zorbak42 wrote:
Anyone know if it's possible to convert a project made with a mod of Scratch into a .exe and have the mod's extra blocks work? (and if so, how?) I haven't tried, but I assume Jens' Scratch2Exe doesn't work on projects made with mods?
sure!
i have one already made for my customized version of Scratch (i use it for silvisoft silver) although havent thouht of making one for bingo. i can make it as soon as i get home from france (on holiday) and i'll get back to you soon!
(btw, its really easy in fact)
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Oh, cool! How do you make one? I'd like to make one for my mod.
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LS97 wrote:
Zorbak42 wrote:
Anyone know if it's possible to convert a project made with a mod of Scratch into a .exe and have the mod's extra blocks work? (and if so, how?) I haven't tried, but I assume Jens' Scratch2Exe doesn't work on projects made with mods?
sure!
i have one already made for my customized version of Scratch (i use it for silvisoft silver) although havent thouht of making one for bingo. i can make it as soon as i get home from france (on holiday) and i'll get back to you soon!
(btw, its really easy in fact)
PLEASE TELL. this would be good if, lets say, you wanted to upload it to addictinggames or something
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nXIII wrote:
OK, fine, here is the entire tutorial:
[replace (something) with your category name throughout this entire tutorial]
1. Add (something).gif, (something)Over.gif, and (something)Pressed.gif to the ScratchSkin folder IN THE ROOT DIRECTORY (wherever the VM is).
2. In the VM, open a new workspace (World menu -> open... -> workspace) and typeScratchFrameMorph readSkinFrom: (FileDirectory default directoryNamed: 'ScratchSkin')
(if this doesn't work your ScratchSkin directory isn't in the right place or isn't named ScratchSkin)
3. Go to ScratchViewerMorph's rebuildCategorySelectors method and add (something) to the end of the small array definition (which looks like this:)catList _ #(
motion control
looks sensing
sound operators
pen variables
(something)).Note: In order for the extent (size) of the category buttons to be correctly calculated, I have slightly modified the line that assigns to catButtonsExtent (the ugly arithmetic-looking one):
catButtonsExtent _ ((2 * maxExtent x) + (3 * pad)) @ ((((catList size / 2) rounded) * (maxExtent y + 6)) + 25).
I get several "Unknown Variable - Please correct, or cancel" errors. I went through the first couple with my best guesses, but I don't want to destroy my personal mod! if you could help, that would be awesome!
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Joeman592 wrote:
catagory tutorial that makes sense please!
Code:
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHPLEASE wrote:
please? i NEED one!
That's as much sense as it's going to make. If you can't handle the source code, then don't make a mod.
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nXIII wrote:
TheSuccessor wrote:
nXIII wrote:
Yes, the presenter detects damage done and limits redrawing to that area, the cursor may be messing that up; I also find that temporary cursors are deleted when clicking a ScratchPresenterMorph.I found it works if you give the stage this script:
when stage clicked
set pointer color to [ ].
How would you code this into the method?In ScratchPresenterMorph's mouseDown: method, I believe (if it has one...)
In order to do this, I would need to check if the mouse was a 5x5 square. How would I detect this?
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TheSuccessor wrote:
TheSuccessor wrote:
How can you do the opposite of (ascii for []) i.e. (from ascii [])?
Important. xCubed 1.0.0 is nearly finished, and I want this block in it. Also, how do you publish your own version of Scratch?
Tell me, please.
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henley wrote:
Joeman592 wrote:
catagory tutorial that makes sense please!
Code:
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHPLEASE wrote:
please? i NEED one!
That's as much sense as it's going to make. If you can't handle the source code, then don't make a mod.
Thats a brillant reason. Iv been so wanting to tell people that!
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TheSuccessor wrote:
TheSuccessor wrote:
TheSuccessor wrote:
How can you do the opposite of (ascii for []) i.e. (from ascii [])?
Important. xCubed 1.0.0 is nearly finished, and I want this block in it. Also, how do you publish your own version of Scratch?
Tell me, please.
PLEASE!!!
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TheSuccessor wrote:
TheSuccessor wrote:
TheSuccessor wrote:
How can you do the opposite of (ascii for []) i.e. (from ascii [])?
Important. xCubed 1.0.0 is nearly finished, and I want this block in it. Also, how do you publish your own version of Scratch?
Tell me, please.
PLEASE!!!
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Zorbak42 wrote:
Anyone know if it's possible to convert a project made with a mod of Scratch into a .exe and have the mod's extra blocks work? (and if so, how?) I haven't tried, but I assume Jens' Scratch2Exe doesn't work on projects made with mods?
ok!
i'm back and ready to tell you!
take Jens' sratch2exe 'compiler' folder.
go to 'kit'.
this folder is similar to the scratch one, don't you agree?
rename runtime.image to runtime.backup
add you own image and rename it runtime.image
important! this image should be a COPY of the original, not dragged into the folder.
open that image in scratch.exe by dragging it onto it.
open the system browser in your program.
go to ui-panes, frameMorph, menu/button actions, quitScratch, and replace that code with
quitScratch self closeMediaEditorsAndDialogs ifFalse: [^ self]. self stopAll. Smalltalk snapshot: false andQuit: true
and click accept.
save the image, and try it on a project made with your mod!
Last edited by LS97 (2010-06-10 04:10:56)
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another little question...
how do you code a C block?
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LS97 wrote:
another little question...
how do you code a C block?
m, kay...
('blah %b blah' c #someSelector)
or
('blah $Boolean$ blah' c #someSelector)
if you use my modded version of blockspecs (which I am just about to put in a changeset file and hand out to people in a bit).
Next, go to Scratch-Execution Engine -> ScratchProcess -> private-special-forms
and add a new method there, called someSelector or whatever you used. I can't give you much of a tutorial on doing this because they are special form (AKA have special evaluation rules) and so don't have much of a common structure. My best advice is to look at the other methods in that category.
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nXIII wrote:
LS97 wrote:
another little question...
how do you code a C block?m, kay...
('blah %b blah' c #someSelector)
or
('blah $Boolean$ blah' c #someSelector)
if you use my modded version of blockspecs (which I am just about to put in a changeset file and hand out to people in a bit).
Next, go to Scratch-Execution Engine -> ScratchProcess -> private-special-forms
and add a new method there, called someSelector or whatever you used. I can't give you much of a tutorial on doing this because they are special form (AKA have special evaluation rules) and so don't have much of a common structure. My best advice is to look at the other methods in that category.
ok, i'm one step further thanks to you. but i still can't figure out a couple of things:
1. how can you get the data from the block (i.e. the %b from example above)
2. how do you run the nested scripts?
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LS97; a question for you:
You submitted spme code to the Panther blockshop for the $String$ contains $String$. I saw that the code was the same as mine and you also said you had it in Bingo. Did you make it yourself, or copy mine from earlier in this topic? Don't worry, I am not angry, just curious.
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Sperry wrote:
LS97; a question for you:
You submitted spme code to the Panther blockshop for the $String$ contains $String$. I saw that the code was the same as mine and you also said you had it in Bingo. Did you make it yourself, or copy mine from earlier in this topic? Don't worry, I am not angry, just curious.
lol. i figured it out myself. it's not really hard to guess when the squeak command is what you would expect!
now can you answer my other question?
Last edited by LS97 (2010-06-10 13:17:42)
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LS97 wrote:
Sperry wrote:
LS97; a question for you:
You submitted spme code to the Panther blockshop for the $String$ contains $String$. I saw that the code was the same as mine and you also said you had it in Bingo. Did you make it yourself, or copy mine from earlier in this topic? Don't worry, I am not angry, just curious.lol. i figured it out myself. it's not really hard to guess when the squeak command is what you would expect!
now can you answer my other question?
Ok. I dont know the answer to your other question, Ive never programmed C-Blocks. Sorry
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LS97 wrote:
nXIII wrote:
LS97 wrote:
another little question...
how do you code a C block?m, kay...
('blah %b blah' c #someSelector)
or
('blah $Boolean$ blah' c #someSelector)
if you use my modded version of blockspecs (which I am just about to put in a changeset file and hand out to people in a bit).
Next, go to Scratch-Execution Engine -> ScratchProcess -> private-special-forms
and add a new method there, called someSelector or whatever you used. I can't give you much of a tutorial on doing this because they are special form (AKA have special evaluation rules) and so don't have much of a common structure. My best advice is to look at the other methods in that category.ok, i'm one step further thanks to you. but i still can't figure out a couple of things:
1. how can you get the data from the block (i.e. the %b from example above)
2. how do you run the nested scripts?
1. try this code:
block _ stackFrame expression. args _ stackFrame arguments. "evaluate the arguments if we haven't yet" args size < block argumentCount ifTrue: [^ self evaluateNextArgument].
And the evaluated arguments are stored in "args" as an array.
2. try this code:
"pop the block itself of the stack" self popStackFrame. "evaluate the body (first nested block body)" self pushStackFrame: (ScratchStackFrame new expression: block firstBlockList).
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@nXIII:
thanks!
although, i have one more question. how do you make the nested blocks repeat until a boolean comes true?
Last edited by LS97 (2010-06-10 15:30:25)
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oh, and unless you will be including the 'when %b is true' in panther,
can i have some help on how to make it?
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