My idea for the next version of scratch is so that in the paint editor you can paint what I will call "materials" for now. materials will just be a paint that you can name in the paint editor. for example, when I go and click on the materials button in the paint editor it will ask you to type the name of your material or select an already made material. After this, you can paint over your sprite in different places to mark where that material is. Materials will only be visible in the paint editor. In the normal screen where all the sprites and backgrounds interact the material paint will not be visible. A sensing block could then be added reading: "if touching material ____" so that you could have only part of a sprite be sensed when touched without having to change the color of the actual sprite.
Here is a mockup tutorial:
(go to http://suggest.scratch.mit.edu/forums/6 … al-sensing to vote)
It will allow you to create games (platformers specifically) without having to color the sides of the sprite or create pesky sensing sprites that can be a little glitchy. another good thing about this is the materials would be stamped along with the sprite.
Last edited by -GizzardGulp- (2010-11-06 15:59:26)
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Interesting idea! It makes tons of sense, but on the other hand, it's a little bit difficult to grasp the concept of this. It's not overly complicated, but I fear people may get confused.
I would like to see this implemented in the future, though.
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This seems like it would come in handy, but some points will have to be clarified.
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It is only achieved using different colors on the sides of the sprite which looks a bit quirky. Or creating an entirely new sprite to follow it around with ghost affect sensing for them, this is also glitchy and doesn't entirely make sense.
Harakou wrote:
Sounds interesting. However, this is pretty easily achieved already, so I'm not sure if it's worth the effort.
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-GizzardGulp- wrote:
It is only achieved using different colors on the sides of the sprite which looks a bit quirky. Or creating an entirely new sprite to follow it around with ghost affect sensing for them, this is also glitchy and doesn't entirely make sense.
Harakou wrote:
Sounds interesting. However, this is pretty easily achieved already, so I'm not sure if it's worth the effort.
Invisible sensing sprites aren't glitchy and really aren't that hard.
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But you have to make an entirely new sprite, your right Harokuo about it being easy and non glitchy but a new sprite is entirely unnecessary if this were a block in scratch. Sensing only with colors just doesn't seem very practical.
Harakou wrote:
-GizzardGulp- wrote:
It is only achieved using different colors on the sides of the sprite which looks a bit quirky. Or creating an entirely new sprite to follow it around with ghost affect sensing for them, this is also glitchy and doesn't entirely make sense.
Harakou wrote:
Sounds interesting. However, this is pretty easily achieved already, so I'm not sure if it's worth the effort.
Invisible sensing sprites aren't glitchy and really aren't that hard.
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-GizzardGulp- wrote:
But you have to make an entirely new sprite, your right Harokuo about it being easy and non glitchy but a new sprite is entirely unnecessary if this were a block in scratch. Sensing only with colors just doesn't seem very practical.
Harakou wrote:
-GizzardGulp- wrote:
It is only achieved using different colors on the sides of the sprite which looks a bit quirky. Or creating an entirely new sprite to follow it around with ghost affect sensing for them, this is also glitchy and doesn't entirely make sense.
Invisible sensing sprites aren't glitchy and really aren't that hard.
Personally, I think sensor sprites are more versatile. Instead of being limited to one invisible material type, you can have many. (i.e. As many colors as you can make in a single sprite)
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Harakou wrote:
-GizzardGulp- wrote:
But you have to make an entirely new sprite, your right Harokuo about it being easy and non glitchy but a new sprite is entirely unnecessary if this were a block in scratch. Sensing only with colors just doesn't seem very practical.
Harakou wrote:
Invisible sensing sprites aren't glitchy and really aren't that hard.Personally, I think sensor sprites are more versatile. Instead of being limited to one invisible material type, you can have many. (i.e. As many colors as you can make in a single sprite)
who said you could only make one material per sprite?
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With many materials you could be able to sense much more without having to create multiple sensing sprites that can sometimes be a little slower than the actual sprite, making them lag behind it.
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-GizzardGulp- wrote:
With many materials you could be able to sense much more without having to create multiple sensing sprites that can sometimes be a little slower than the actual sprite, making them lag behind it.
You don't need multiple sensing sprites.
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Harakou wrote:
-GizzardGulp- wrote:
With many materials you could be able to sense much more without having to create multiple sensing sprites that can sometimes be a little slower than the actual sprite, making them lag behind it.
You don't need multiple sensing sprites.
you do if you want to sense for many different sprites. and besides, the sensing sprites sometimes lag behind the original sprite by 1 unit.
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it is also annoying to have a bunch of sensing sprites to clean up after when you are going back and removing glitches at the end. they just get in the way
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Harokuo, why do you not like this idea? i could help scratch. just because there are other ways to work around having to have this doesn't mean it should be added.
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I like the idea
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-GizzardGulp- wrote:
Harokuo, why do you not like this idea? i could help scratch. just because there are other ways to work around having to have this doesn't mean it should be added.
Well, if it's a fairly easy workaround (and rather limited uses for the new feature) I can see where Harakou may think this idea isn't necessary. However, I don't believe they said they disliked the idea, just that it isn't worth the effort.
It's quite a simple workaround, really.
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but it means adding a whole 'nother sprite and if you had a game where you have a bunch of sprites you want to sense with you will have a bunch of sensing sprites that will take some time to sort out if you need to and will get all scrambled up
coolstuff wrote:
-GizzardGulp- wrote:
Harokuo, why do you not like this idea? i could help scratch. just because there are other ways to work around having to have this doesn't mean it should be added.
Well, if it's a fairly easy workaround (and rather limited uses for the new feature) I can see where Harakou may think this idea isn't necessary. However, I don't believe they said they disliked the idea, just that it isn't worth the effort.
It's quite a simple workaround, really.
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You know how when you create a new sprite to follow another sprite directly behind it but it's off by a little bit? That's because it's centered differently in the paint editor. So you have to go back to the paint editor and recenter the sensing sprite only to fail and center it slightly to the left. So you go back into the paint editor after testing out how well it follows the other sprite (which fails) and recenter it again. this whole process would be completely unnecessary if you could create the materials directly on top of the original sprite and not bother creating a new sensing sprite.
Also, you must create more stacks for a sensing sprite. something like this:
When Green Flag Clicked
Set Ghost Affect To 100
Forever
Go To (original sprite)
End Of Forever Thing
Than you have to add it broadcasting to the original sprite DIFFERENT messages every time it's touched somewhere it's a DIFFERENT color. so on top of having extra sprites you have extra broadcast messages to take care of. this does not look like much but compared to the simplicity of invisible material sensing, it is easier. much easier. especially if you have multiple sprites that need to be sensing something.
Sorry that I didn't use real pictures for the script, it wasn't working for dragging the scripts here.
Last edited by -GizzardGulp- (2010-10-09 08:09:45)
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Thanks!
Bentheneighbor wrote:
This seems like it would come in handy, but some points will have to be clarified.
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Thank You too!
coolstuff wrote:
Interesting idea! It makes tons of sense, but on the other hand, it's a little bit difficult to grasp the concept of this. It's not overly complicated, but I fear people may get confused.
I would like to see this implemented in the future, though.
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Let me clarify something:
You can create as many materials as you want just like variables and broadcasts
You can use the same material on different sprites (now theres something that'd be hard to do with just sensing sprites.)
You can add and delete materials
You can paint the materials anywhere you like on the sprite in the paint editor
The materials are only visible in the paint editor (I'm not sure what they should look like in the paint editor. Maybe ghostly wisps of smoke or something?)
There will be a new sensing block called: touching material ___?
thats all i can think of for now!
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coolstuff wrote:
-GizzardGulp- wrote:
Harokuo, why do you not like this idea? i could help scratch. just because there are other ways to work around having to have this doesn't mean it should be added.
Well, if it's a fairly easy workaround (and rather limited uses for the new feature) I can see where Harakou may think this idea isn't necessary. However, I don't believe they said they disliked the idea, just that it isn't worth the effort.
It's quite a simple workaround, really.
My point exactly. And your method of using sensing sprites sounds rather complex. In most games that employ sensors, the sensor sprite controls all the action, and the visible sprite just infinitely goes to its position.
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yes but you have to recenter it so its center is the same as the original sprite
Harakou wrote:
coolstuff wrote:
-GizzardGulp- wrote:
Harokuo, why do you not like this idea? i could help scratch. just because there are other ways to work around having to have this doesn't mean it should be added.
Well, if it's a fairly easy workaround (and rather limited uses for the new feature) I can see where Harakou may think this idea isn't necessary. However, I don't believe they said they disliked the idea, just that it isn't worth the effort.
It's quite a simple workaround, really.My point exactly. And your method of using sensing sprites sounds rather complex. In most games that employ sensors, the sensor sprite controls all the action, and the visible sprite just infinitely goes to its position.
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