This is a read-only archive of the old Scratch 1.x Forums.
Try searching the current Scratch discussion forums.

#26 2010-07-21 03:24:43

Chrischb
Scratcher
Registered: 2008-07-24
Posts: 1000+

Re: Proper tile support

It didn't say that...  tongue  I was just assuming that there would be blocks involved. ^_^


I fall: It's a tragedy. You fall: It's comedy.
Hmph enjoy your fall - I get a lovely spring... without pans of new leaves.

Offline

 

#27 2010-07-21 03:29:58

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Proper tile support

The grids would be a certain size (maybe even customizable) where a sprite gets locked into a place on the ground and can't move out of it. I'm not really sure how this'll work out with the edges of a sprite being whatever shape they are, but if they were square shaped, it could work.


11110010100011010100011010101000100011011011001010111100101000110101000110101010001000110110110010101111001010001101010001101010100010001101101100101011110010100011010100011010101000100011011011001010
110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

Offline

 

#28 2010-07-21 10:30:53

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Proper tile support

boinoinoi wrote:

archmage wrote:

usually too hard for beginners.

This pretty much sums up what I think about the suggestion.

Barely anyone comes onto Scratch and immediately tries to code the most complex thing ever. A great approach to making a good program is to start small and continually add on blocks and change things as you learn.

Making a whole tile system would make Scratch seem like more of a sandbox for those specific type of games rather than the programming language that it is. Implementing a pre-done tile system puts bias on games of that sort.

If you really want one, make a base yourself (kind of like that platformer base I saw some months ago). After all, I thought you were like a star programmer...?

You took my quote out of context. I said that making it from nothing would be too difficult for beginners, tile systems have been used effectively in many kid friendly programming tools. I don't think you understand that this would be a simple and effective tool, perhaps because you are unfamiliar with something like this? I remember I suggested arrays but people shot me down because it sounded too hard to use but scratch eventally incorporated arrays (lists).

Scratch already does a lot for you that a true programming language wouldn't. The move, distance to, and point in direction blocks are all examples of scratch making things easy.

Yes it would make specific kinds of games easier to make but why is that such a bad thing. Some other people have suggested adding in frames which is solely good for animations and no one thought it was a bad idea.

There are a few reasons I can't/won't make a tile based game template. I have coded such a thing in flash but it was a more difficult task in scratch because of poor support for stings and the lack of multidimentional arrays complicated things. Another reason is that such a game would require 100+ tile sprites so it will be slow offline and just won't run online.


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

Offline

 

#29 2010-07-21 10:34:37

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Proper tile support

Chrischb wrote:

Why turn it on and off when it'll still be there? To "turn it off" just don't use the blocks that relate to it... unless you're thinking about hiding that stuff as well?

How exactly would the tiles work? ^^ Like a sprite or something?

The tile map would have all the normal blocks of a sprite. The only thing diffrent would be the art editor and maybe 1 or 2 unique blocks to edit the map.

Think of it this way, it is a sprite that is made of many small squares, and the map can be edited while the program is running. The map's art editor is not a normal art editor, instead it looks like a grid where you can put tiles.

Last edited by archmage (2010-07-21 10:40:23)


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

Offline

 

#30 2010-07-21 10:38:13

Lucario621
Community Moderator
Registered: 2007-10-03
Posts: 1000+

Re: Proper tile support

archmage wrote:

I don't have the time to make a nice mockup with modified pictures of the scratch program but I can explain how I think it will work.

There would be a option to make a tile map. It would be similar to a sprite and other sprites would be able to sense it. Instead of having an art editor for it, you would have a grid editor that lets you put whatever tiles you want into the map. The map would have most of the same abilities as a normal sprite, it can move sense, change colour and other things.

This feature is pretty much solely good for creating games, so art lovers won't get much out of it. But a tile map is a very powerful tool, and is the key feature of many game creators.

Ok... that makes sense.

I guess I support.


http://i.imgur.com/WBkM2QQ.png

Offline

 

#31 2010-07-21 21:28:09

boinoinoi
Scratcher
Registered: 2007-06-05
Posts: 500+

Re: Proper tile support

archmage wrote:

boinoinoi wrote:

archmage wrote:

usually too hard for beginners.

Doot de doot de doo

You took my quote out of context.Yes I know. I said that making it from nothing would be too difficult for beginners, tile systems have been used effectively in many kid friendly programming tools made exclusively for games. I don't think you understand that this would be a simple and effective tool,I do, I just don't see how it can be put into the already existing Scratch perhaps because you are unfamiliar with something like this?No, I actually helped someone to code one I remember I suggested arrays but people shot me down because it sounded too hard to use but scratch eventually incorporated arrays (lists).Personally I think lists are a simpler concept than tile support, I dunno about you c:

Scratch already does a lot for you that a true programming language wouldn't. The move, distance to, and point in direction blocks are all examples of scratch making things easy.Those are blocks with simple math behind them. Tile systems would take a fair amount on MiT's behalf.

Yes it would make specific kinds of games easier to make but why is that such a bad thing. Some other people have suggested adding in frames which is solely good for animations and no one thought it was a bad idea.And have those been incorporated in Scratch? I think not.

There are a few reasons I can't/won't make a tile based game template. I have coded such a thing in flash but it is a more difficult task in scratch because of poor support for strings and the lack of multidimentional arrays complicated things Although I completely understand what you're saying, I'm not sure this could be simply integrated unless you'd care to show a VISUAL MOCKUP of what you're trying to put in here. Basically it might sound good on paper, but it might be harder to design an interface that's as simple as the original idea. Another reason is that such a game would require 100+ tile spritesThat's only depending on the size of the tiles... so it will be slow offline and just won't run online.That's only if you feel the need to make a single sprite for every tile, which a recent revolution in projects has shown that we don't need to.

Response in red.


http://i30.tinypic.com/335fpxx.jpg
"Boinoinoi is the only person on the forums that I expect to be wearing a monocle all the time behind that screen, so I'm sure being as classy as he is, he knows what he's doing"        http://myfastcounter.com/count.php?c_style=88&id=1284259111http://myfastcounter.com/count.php?c_style=88&id=1286068127

Offline

 

#32 2010-07-21 21:29:53

coolstuff
Community Moderator
Registered: 2008-03-06
Posts: 1000+

Re: Proper tile support

It's a wonderful idea, but I fear it will be too hard for younger, less experienced programmers to understand, as boinoinoi and probably many others pointed out...

Plus, you can already make something of a tile-based system; it's what many of my latest projects are based on.

Offline

 

#33 2010-07-21 21:45:16

MaxtheWeirdo
Scratcher
Registered: 2010-03-18
Posts: 500+

Re: Proper tile support

I support!
People could make an animation with a grid.


My website. Hall Crawler My Awesome OS
It's just marketing, guys! Nothing sinister!

Offline

 

#34 2010-07-21 23:10:14

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Proper tile support

boinoinoi wrote:

archmage wrote:

boinoinoi wrote:

Doot de doot de doo

You took my quote out of context.Yes I know. I said that making it from nothing would be too difficult for beginners, tile systems have been used effectively in many kid friendly programming tools made exclusively for games .And your point is that Scratch users should not be able to make better games? . I don't think you understand that this would be a simple and effective tool,I do, I just don't see how it can be put into the already existing Scratch Its a new kind of sprite, just made up of tiles. Not that complicated perhaps because you are unfamiliar with something like this?No, I actually helped someone to code one Then you can see its potential usefulness right? I remember I suggested arrays but people shot me down because it sounded too hard to use but scratch eventually incorporated arrays (lists).Personally I think lists are a simpler concept than tile support, I dunno about you c: I also think so, but making a tile map is also very easy. This can potentially be more useful to beginners than lists because you don't need to understand how anything works to simply draw a tile map.

Scratch already does a lot for you that a true programming language wouldn't. The move, distance to, and point in direction blocks are all examples of scratch making things easy.Those are blocks with simple math behind them. Tile systems would take a fair amount on MiT's behalf. No they shouldn't, game consoles from the 1980s used tile maps in most games so this is a old and simple concept (otherwise these old systems wouldn't be able to run the games). Not to mention that other MIT game creation programs already use tile maps (see stencyl)

Yes it would make specific kinds of games easier to make but why is that such a bad thing. Some other people have suggested adding in frames which is solely good for animations and no one thought it was a bad idea.And have those been incorporated in Scratch? I think not. They may be incorporated in Scratch v2, and no one has said it was a bad idea

There are a few reasons I can't/won't make a tile based game template. I have coded such a thing in flash but it is a more difficult task in scratch because of poor support for strings and the lack of multidimentional arrays complicated things Although I completely understand what you're saying, I'm not sure this could be simply integrated unless you'd care to show a VISUAL MOCKUP of what you're trying to put in here. Basically it might sound good on paper, but it might be harder to design an interface that's as simple as the original idea Done, and I think if it was implemented it would be one of the more simple features in the program. . Another reason is that such a game would require 100+ tile spritesThat's only depending on the size of the tiles... 100 tiles means the tiles are already pretty big. With fewer tiles it wouldn't be good for much.so it will be slow offline and just won't run online.That's only if you feel the need to make a single sprite for every tile, which a recent revolution in projects has shown that we don't need to.What are you talking about? Non-moving stamped tile maps have always been possible but this new idea would be useful for scrolling tile maps. A full scrolling tile map, like the one seen in the original super mario is very difficult to make a will never run in the current online player.

Response in red.

Response in blue, also sorry for the poor spelling/grammar last post. In my defense, the pc I used to write that didn't have spellcheck on  tongue

Last edited by archmage (2010-07-22 00:17:24)


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

Offline

 

#35 2010-07-21 23:58:02

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Proper tile support

For those asking for some mockup pictures, here they are. Sorry, but I am not so good at image editing but I think the concept gets across.

How to make a map
http://img341.imageshack.us/img341/9781/23361193.png

Draw the map with tiles. You can import tiles into the program but I didn't show this. The pencil draws single tiles and the bucket fills the screen. The tile animator image is taken from a program called Arraypainter.

A noteworthy thing is the ability to make the map as large as you want. Unlike doing this with a drawing, it doesn't really take up more memory. When placed on stage to see the offstage parts of the maps you simply have to scroll the map.
http://img33.imageshack.us/img33/5443/78740838.jpg

Put your map on the stage like any ordinary sprite. This sprite appears to not be limited by the stage and can scroll as long as it can show the map. It has all the blocks of a normal sprite as well as a block that lets you change the tiles while the program is running.
http://img134.imageshack.us/img134/9490/costume24.png


Also noteworthy is that the map is not limited by the size of the screen and can scroll as long as it has a map to show (scrolling stops when it hits blank space). This I think would be the best way to add a "scrolling" feature if they wanted to. This would be better than allowing users to put large sprites past the stage for several reasons:

1. It is neater. If users were able to put sprites any where it would get cluttered and hard to find sprites.

2. Tiny file size. Currently, you must put large images which makes file size far bigger than it needs to be. This would be able to shrink a program which is 10 megabytes into less than a megabyte!

3. Its efficient. Only what is shown onscreen would need to be managed. If a person had a huge map or several huge maps this would be more demanding than a group of tiles which only deals with what the user sees (no offstage parts).

Last edited by archmage (2010-07-22 00:20:44)


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

Offline

 

#36 2010-07-22 00:20:24

boinoinoi
Scratcher
Registered: 2007-06-05
Posts: 500+

Re: Proper tile support

archmage wrote:

boop a doop

response in...
a day. I need to go to bed.


http://i30.tinypic.com/335fpxx.jpg
"Boinoinoi is the only person on the forums that I expect to be wearing a monocle all the time behind that screen, so I'm sure being as classy as he is, he knows what he's doing"        http://myfastcounter.com/count.php?c_style=88&id=1284259111http://myfastcounter.com/count.php?c_style=88&id=1286068127

Offline

 

#37 2010-07-22 00:22:58

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Proper tile support

I drew some mock ups like you wanted and you say gibberish instead of commenting on them? I took the time to make em so I think you should take the time so check em out.


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

Offline

 

#38 2010-07-22 00:28:14

boinoinoi
Scratcher
Registered: 2007-06-05
Posts: 500+

Re: Proper tile support

archmage wrote:

I drew some mock ups like you wanted and you say gibberish instead of commenting on them? I took the time to make em so I think you should take the time so check em out.

I'm tired and I can't write just wait a day and I'll post my response.


http://i30.tinypic.com/335fpxx.jpg
"Boinoinoi is the only person on the forums that I expect to be wearing a monocle all the time behind that screen, so I'm sure being as classy as he is, he knows what he's doing"        http://myfastcounter.com/count.php?c_style=88&id=1284259111http://myfastcounter.com/count.php?c_style=88&id=1286068127

Offline

 

#39 2010-07-22 04:06:52

JSO
Community Moderator
Registered: 2007-06-23
Posts: 1000+

Re: Proper tile support

Ok. I still think a tile map is to specific compared to the rest of Scratch, but I won't let that influence the rest of my reply  smile

How would it be done coding-side? It won't be cool without changing tiles dynamically... How would you do that? global, multidimensional lists? Also, you would need <touching [ground] of [map]> to sense touching one kind of tile of a map.

I can see a Scratch tile-map could still be used for different kind of projects, Scroller/Platformers, RPG, top-down thing, Strategy games, puzzle games (!), sea battle xD, but I still think it's a to focused.


http://oi48.tinypic.com/2v1q0e9.jpg

Offline

 

#40 2010-07-22 10:43:21

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Proper tile support

Well, this sprite would have a special property, a table vairable (multidimentional array) which would let the user edit the map while the program is running. You can have specific features like touching tile of map but the fact that you can access the map's table variable lets you do this manually. If the team wants the map to be more apprachable to newbies for simple projects they could leave out such specific blocks  such as touching tile.

Yes, this is probally more focused than the rest of the program, but its good for many things.


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

Offline

 

#41 2010-07-29 12:10:43

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Proper tile support

Would adding this in need a lot of already existing factors to be needing changes to incorporate this tile system? If they do, then it might not be in Scratch 2.0 but maybe a version after that.


11110010100011010100011010101000100011011011001010111100101000110101000110101010001000110110110010101111001010001101010001101010100010001101101100101011110010100011010100011010101000100011011011001010
110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

Offline

 

#42 2010-07-29 12:25:32

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Proper tile support

1. Your post is difficult to understand
2. The tile map is a new sprite type. That is it.

Last edited by archmage (2010-07-29 12:25:45)


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

Offline

 

#43 2010-07-29 14:25:50

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Proper tile support

I mean if it was something they (the Scratch Team) would have to change, then they wouldn't really do it if they're already far into the programming of 2.0, but if it's just a new sprite type I think they could incorporate it.

My post was actually just more of a bump


11110010100011010100011010101000100011011011001010111100101000110101000110101010001000110110110010101111001010001101010001101010100010001101101100101011110010100011010100011010101000100011011011001010
110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

Offline

 

Board footer