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MineTurte MineTurte loading

EgraltSe wrote:

MineTurte wrote:

EgraltSe wrote:

Say we have a sprite with multiple clones. When one clone collides with another, or a separate sprite collides with one of the clones, we need some way of identifying the clone that was collided with. We can detect a collision like this:
<touching [ Cloned_Sprite] ?>
However this gives us no way of knowing which specific clone is being collided with.
For example, say we have a physics simulation with moving clones. We can give each clone an “ID” variable, and use a list to keep track of the motion of each corresponding clone. When one clone collides with another, we can use the movement data to transfer force to each clone. What we need is a way to get the ID of the clone that we collided with.
Or, say we have a game with different types of enemy clones. We need a way to identify what type of enemy we have collided with. I would like to use clones of the same sprite, and allow for different shapes and colors in each clone. How can I achieve this?
Pretty much what you said. Clone ID's. Maybe try something like so:

when green flag clicked
set [ cloneType] to [0]
repeat (3)
change [ cloneType] by (1)
create clone of [ myself]
end

when I start as a clone
set [ personal_ID] to (cloneType) //Set the variable personal_ID to a "This sprite only" variable when you make it.
forever
if <touching [ whatever] ?> then
set [ touchingWhichClone?] to [personal_ID]
end
end

This is very simplified but hopefully it helps you!
This solves the problem of colliding with a separate sprite, but what about clone-to-clone collisions?
1. Make a random other sprite.
2. Grab the
<touching [ v] ?>
block and set it to the sprite with the clones then drag it onto the sprite with the clones and drop it.
3. Go back into the clone sprite (you can delete the blank sprite you just made) and put the block into the clones like so:
when green flag clicked
set [ cloneType] to [0]
repeat (3)
change [ cloneType] by (1)
create clone of [ myself]
end

when I start as a clone
set [ personal_ID] to (cloneType) //Set the variable personal_ID to a "This sprite only" variable when you make it.
forever
if <touching [ enemy] ?> then //in this case "enemy" is the sprite with all of the clones. Remember you get this block from the steps above here
set [ touchingWhichClone?] to [personal_ID]
end
end

Hope this helps!
I want to get a pingunmod account
Nibblet_A Nibblet_A loading
My project, the blocks are not working too, so I have been making it so when you press a key, that it responds, but some of the key responding blocks are not working, like, the player is not working when I press WASD. I don't know why. or how this became to be.
There/Here is the link for the project. https://scratch.mit.edu/projects/946453124/
Chill3456 Chill3456 loading

Chaos_Miner12 wrote:

Chill3456 wrote:

snowpeaguy9999999999 wrote:

someone send me a funny name soundalike


I would but cubeupload isn't working

bro same

why cant I just upload an image from my files, like on EVERY OTHER PLATFORM IN THE WORLD
-lCosl- -lCosl- loading

co0lcr34t10ns wrote:

Username: co0lcr34t10ns
What you want: A fake advertisement poster for a fake soda brand.
Colors or any design specifications: The soda brand is named Cool-O Lemon Lime. It's slogan is “The flavour of lemon and lime, with a blue twist!” I want the poster to have the can in the middle, at a bit of an angle. I would then want the name of the soda at the top, in white, and the slogan at the bottom, also in white. Everything else is blue, but I want the can to be a darker blue than the background. As for the background itself, can you do a sunshine ray effect thing, if you know what I mean? I don't know how to describe it, but it centers around the middle and shoots rays, like a sun. Here's an example of what I mean. But could you do that in a more cartoon style? That's all the details I have. Do what you want for the logo, but keep the blue lemon-lime theme.
I complete your order! Please tell me if you'd like me to change anything or if you're unhappy with the product.
copy + pasting from other topics go brrrr v3 (it is my post)

You can't curse, but….

"Damn, Frick, Crap, and Lmao, and Hell" ave not been considered inappropriate enough for Scratch to censor it.

You're allowed to use all of the above words as long as you're not saying it in a rude way or to another Scratcher.

You may not be allowed to use them in projects, but you can use them in comments.
EgraltSe EgraltSe loading

MineTurte wrote:

EgraltSe wrote:

Say we have a sprite with multiple clones. When one clone collides with another, or a separate sprite collides with one of the clones, we need some way of identifying the clone that was collided with. We can detect a collision like this:
<touching [ Cloned_Sprite] ?>
However this gives us no way of knowing which specific clone is being collided with.
For example, say we have a physics simulation with moving clones. We can give each clone an “ID” variable, and use a list to keep track of the motion of each corresponding clone. When one clone collides with another, we can use the movement data to transfer force to each clone. What we need is a way to get the ID of the clone that we collided with.
Or, say we have a game with different types of enemy clones. We need a way to identify what type of enemy we have collided with. I would like to use clones of the same sprite, and allow for different shapes and colors in each clone. How can I achieve this?
Pretty much what you said. Clone ID's. Maybe try something like so:

when green flag clicked
set [ cloneType] to [0]
repeat (3)
change [ cloneType] by (1)
create clone of [ myself]
end

when I start as a clone
set [ personal_ID] to (cloneType) //Set the variable personal_ID to a "This sprite only" variable when you make it.
forever
if <touching [ whatever] ?> then
set [ touchingWhichClone?] to [personal_ID]
end
end

This is very simplified but hopefully it helps you!
This solves the problem of colliding with a separate sprite, but what about clone-to-clone collisions? I've edited the question so that the issue is clearer.
wheezeeeee wheezeeeee loading
when green glowstick pressed @greenFlag :: hat :: operators
forever
if (Sprite2 v) touching (Sprite1 v) set variable (my variable v) to () {
and get a soda :: pen
} cool stuff :: loop :: motion
silly stuff i love scratch block :: control
MineTurte MineTurte loading

fraaker456 wrote:

Hello i am making a platformer and i wanted to make it scroll and zoom in to ap-pear bigger (zoom is easy just make them bigger with some script)
but tutorials make script on levels and movement whitch i have already done can anyone help! https://scratch.mit.edu/projects/963905027
What exactly is your problem? You said you followed tutorials on how to do it but don't say what exactly is wrong with the tutorials or what you did (other than the scrolling itself).

leafylegend wrote:

chat gpt pokemon? finally a good use of A.I
indeendm

post pokemon: absol (back when i was like 9 i considered this guy my favorite solely for its design XD)
Mar 26
Role swap
Word count: 1076

Midoriya stared as his notebook was thrown into the koi pond below. He ran away from Kacchan, down the stairs and towards where all of the data and statistics he had been gathering for months had fallen.
He grabbed it out of the pond, shaking off a koi that had been nibbling at it. He sighed. It was soaked. He tried to open it up, but the flimsy paper just ripped in his hands and turned to mush. He shook with anger. That was the last straw. Midoriya clenched his fist, then loosened his grip with a sigh. He couldn’t do anything to Kacchan. He was just Quirkless Deku. A punching bag to anyone else that he knew.
He started to walk home. What else could he do? He was so pitifully weak.
Midoriya grabbed out his letter from UA, reading over it once again. Rejected. Quirkless. Not strong enough. Some other job. He had memorized it by now. Splotches of gray covered it— marks from where tears had fallen. He refused to be so weak now. He would become a hero. He WOULD. It didn’t matter if he went to UA or not.
A noise came from an alleyway and he jerked his head up from his notebook. He turned to look. It was completely dark in there, he couldn’t see a thing. It was probably just a cat… but it sounded bigger than that.
“Hello?” He called, grip tightening around the letter and his notebook. “Is everything okay in there?”
He took a nervous step inside of the shadows. His eyes slowly began to adjust. Someone WAS there. He was covered with lots of gray things, he couldn’t make out what they were though.
The person turned to look at him. A red eye looked out from behind the gray thing on his face. Midoriya slowly realized what it was. A hand. He thought. He tried to take a step back, but he didn’t. Something was… oddly intriguing about this person. He had such an intimidating aura, he wanted to steal it and use it to force Kacchan to stop hurting him.
“Who are you?” He asked, proud when his voice didn’t tremble.
“Hmm…” The person muttered, scratching his neck. “Not impressive. Are you the one who was rejected by that person they call the number one hero?” He asked, the eye that was uncovered staring him down intently.
Midoriya blinked. How did he know about that?
“I- I am.”
“Come with me.” The guy said. His voice made him sound like he was smiling as he beckoned to a blocked off building. He slipped through the yellow tape and entered.
Midoriya needed to know more. He hurried to follow the mysterious person, disappearing inside the doors after him.

~10 months later~

Midoriya stretched on his gloves, grinning like a madman. Today was the day. He and the League of Villains would be crashing that USJ place. Maybe Midoriya would see Kacchan. That would be PERFECT. He thought.
“You take forever to get ready.” Tomura stated from behind him. Midoriya gave a shrug. “You’re the one who recruited me. Besides, I have to look my best. It’s a big day.”
“You’re right about one thing.” Tomura muttered. “Let’s go. We got a lot of people to plan this.”
Midoriya walked towards the bar, getting a drink while they waited for Kurogiri to show up. “This is the day. Aren’t you excited?”
“Hmph.” Was Tomura’s only reply.
“I wonder what they’ll think when they see me! I bet I’ll shock them into silence. What do you think? Wanna have a bet? I bet a drink that some faint when they realize I’m alive!” Midoriya said, stage-whispering.
Kurogiri appeared behind the bar and opened a Warp portal. “Let’s go.” He told them. Midoriya stood up, eyes flashing with delight. “Finally. Let’s get the show going!”

~~~~

Midoriya stood beside Tomura as they walked in. He had a disguise on right now, so he wouldn’t spoil the surprise. A mask, based off the suit he had designed when he had wanted to be a hero.
Tomura gave the little speech they had planned while Midoriya scanned their audience. All Might wasn’t there. This might be a problem. Had the information been faulty? Surely not, or their informant would have burst into flames.
“A last minute change up.” He whispered to Tomura. “The target isn’t here.”
“He’ll come.”
At last the speech was finished. Kurogiri quickly rounded up the class members and disposed of Thirteen. They were behaving so poorly, it was almost like they didn’t have someone to rally around yet, someone to give order, someone to be recklessly brave. Those people were always required for anyone else to make a stand.
“Mmm, say, let’s play a little game.” Midoriya said. He saw the members of the class flinch and begin to panic. This was all going swell.
Kacchan’s eyes widened a tiny bit, but Midoriya wasn’t sure if Kacchan was recognizing his voice or if he was just panicking due tot he fact that villains were attacking. The Kacchan he knew wasn’t like that, though.
“I look through each of your facade’s, one by one, until you all know everything about each other. Wouldn’t that be fun?”
Midoriya had Kurogiri warp him right in front of the class.
“Why, Kacchan, I haven’t seen you in a while.” Midoriya whispered to him, barely hiding his anger.
Kacchan stumbled back.
“Who-who’s this Kacchan you’re talking about?” A girl said. She had brown hair and a pink hero suit. Not the leader, this was out of character for her, considering everyone else’s reaction.
“He didn’t tell you about me?” Midoriya asked, already knowing the answer. “No worries. I think you’ll all recognize me.”
Midoriya took off his hood and mask at the same time, a grin plastered onto his face.
Kacchan stared in horror.
“What, you really thought I would die? I considered it, sure, but it didn’t actually happen.” He hissed. “But I bet you wish I did.”
“W-Wh-what do you mean?” Someone asked.
“Oh, Kacchan told me to jump off a roof a couple of times. Nothing too extreme.”
The class turned to stare at Kacchan in disgust. Midoriya smiled.
This was what he wanted.
Made a post here supporting this but Paddle2See had to delete it because “oooHH wEe DoNnT waNt bOwsEr eSeXtnisSions On sCaRtch bEcUz tHEy ARe mAlLwERe!!!1!!1!1!1!1!1!1!1!1!1!”

Not all browser extensions are malware, Scratch Team.

depresso-boiyo wrote:

ilovestories wrote:

Review from The Gemstone Federation
First Impression 1-5: 4
Speed Rating 1-5: 5
Staff Rating 1-5: 4
Quality Rating 1-5: 3
Total Rating 1-20: 16
Suggestions:
First Impression: The GIF banner is cool, but I don’t like that most of the front page is in a quote from the previous owner.
Speed: Really good! The worker taking my order said it might be past the deadline, but it was completed sooner than the deadline I set.
Staff: There’s a lot, but one of them (the owner) seems to be taking most of the orders.
Quality: Pretty good. It looks great, except the eyes are crossed (I guess I didn't ask for them not to be)…and I asked for pixel art.
*anguished sigh* I didn't have any proper tools for pixel-art, so i improvized with the pixel-art brush in ibis paint. It is pixel art, its just 300x300.

edit: eyes aren't crossed, they're just focused to look directly at the viewer. if you zoom in, you'll see the pupils.

and I'll remove the Knightbot quote.
One thing: I think they need to get resized on glasses lol. Next time put the glasses lens' closer together.
I will follow all the community guidelines, I will check to make sure that the person is a scratcher and that the project they are proposing is someone else's project. And I will test their project to make sure the project they are proposing follows the community guidelines. Then I will respond to them in a friendly manner.

I would love to help
fraaker456 fraaker456 loading
Hello i am making a platformer and i wanted to make it scroll and zoom in to ap-pear bigger (zoom is easy just make them bigger with some script)
but tutorials make script on levels and movement whitch i have already done can anyone help! https://scratch.mit.edu/projects/963905027
MineTurte MineTurte loading

atryan wrote:

For example, if I buy an API key of ChatGPT, will I be able to use it on scratch?
Well first this topic probably belongs in the “Advanced Topics” topic. Second I really don't know much about API keys but pretty sure it's just a key to the API of (for example) ChatGPT. Meaning yes, you can get the code of it but you can't port it into scratch as scratch uses it's own special coding language.

Libbyty2 wrote:

great_elmo wrote:

I wrote:

great_elmo wrote:

The laptop I resurrected had finally died… snip
my laptop fell apart after four years by dropping it one time on its corner, two years earlier
it was an acer chromebook so it had it coming
Little update: the computer lives!

But I had a Chromebook that only has a screen at a very uncomfortable angle. It beeped at me at “OS verification is OFF” and I never touched that thing again.
oof
(why does it say last edited by cheddargirl???)
computer is so scary scratch had to interfere
-lCosl- -lCosl- loading

depresso-boiyo wrote:

-lCosl- wrote:

depresso-boiyo wrote:

bump
Hey, can I do the next artistic order (if it's a banner or a pfp or something like that)?
It's first-come first-serve, so try to claim one asap
Alright, I just keep wanting to get an order and someone always claims it. XD
melondae18 melondae18 loading
{“objName”:“Stage”, “children”: [{“objName”:“project” ,“variables”: ,“scripts”:[ [ 50 , 104 , [ , , , [“doForever” ,[ [“setSizeTo:” , [“+” , [“*” , [“computeFunction: of:” , “sin” , [“*” , , “100” ] ] , “10” ] , “200” ] ] , [“doIf” , ,[ , , [“say:” , [“concatenate:with:” , “Points: ” , ] ] , [“doWaitUntil” , [“not” , ] ] ] ] ] ] ]] ] }],“info”:{} }

It's a clicker (also you need to get rid of the space in “computeFunction: of” otherwise it'll not work )

Sample before playing:


when green flag clicked
set [points v] to [0]
go to x: (0) y: (0)
forever
set size to ((([sin v] of ((timer) * (100))) * (10)) + (200)) %
if <key [space v] pressed?> then
set size to (150) %
change [points v] by (1)
say (join [Points: ] (points)
wait until <not<key [space v] pressed?>>
end
end
MineTurte MineTurte loading

EgraltSe wrote:

Say we have a sprite with multiple clones. When one clone collides with another, or a separate sprite collides with one of the clones, we need some way of identifying the clone that was collided with. We can detect a collision like this:
<touching [ Cloned_Sprite] ?>
However this gives us no way of knowing which specific clone is being collided with.
For example, say we have a physics simulation with moving clones. We can give each clone an “ID” variable, and use a list to keep track of the motion of each corresponding clone. When one clone collides with another, we can use the movement data to transfer force to each clone. What we need is a way to get the ID of the clone that we collided with.
Or, say we have a game with different types of enemy clones. We need a way to identify what type of enemy we have collided with. I would like to use clones of the same sprite, and allow for different shapes and colors in each clone. How can I achieve this?
Pretty much what you said. Clone ID's. Maybe try something like so:

when green flag clicked
set [ cloneType] to [0]
repeat (3)
change [ cloneType] by (1)
create clone of [ myself]
end

when I start as a clone
set [ personal_ID] to (cloneType) //Set the variable personal_ID to a "This sprite only" variable when you make it.
forever
if <touching [ whatever] ?> then
set [ touchingWhichClone?] to [personal_ID]
end
end

This is very simplified but hopefully it helps you!

depresso-boiyo wrote:

(#1774)
ACTIVITY CHECK


All employes please quote this check and respond “active” to avoid being given a strike, exemptions include employees on leave who have filled out the form.

You have one week to respond.
activeeeeeee

chase_is_cool99 wrote:

general question for everyone: what's the song you're most proud of? Not neccasarily your best song, but the one you're the proudest of.

Mine's this, a song called Good Luck Bad Friends. I don't really like the tinniness of the drums, or the crowdedness it gets at the end, but it's probably the best melody and chord progression I've made to date. I'm starting work on remaking it in Jummbox with a B-section and better drums, so if you have any suggestions, please tell me
Aftermath
Almost a year old, but still my favorite

depresso-boiyo wrote:

ACTIVITY CHECK


All employes please quote this check and respond “active” to avoid being given a strike, exemptions include employees on leave who have filled out the form.

You have one week to respond.
Me = Active
DuWeido DuWeido loading

ajskateboarder wrote:

Oh and I hope Spain never gets involved in this dumb war
Your a dumb war

MineTurte wrote:

SuperGamerGG2 wrote:

MineTurte wrote:

SuperGamerGG2 wrote:

Hello, I'm trying to make a save code mechanism in the “save data” sprite, but I just stuck. Please help me!
https://scratch.mit.edu/projects/969611148/editor/
Well it depends. If you want it so people can't easily just alter it you'll either have to use some really advanced encoder, or just hide the code by editing the JSON file. If @Malicondi happens to see this post he can probably provide you with a link on how to edit the JSON file, cuz I don't know how lol.

But if you don't mind people being able to change it then:
when I receive [ generate code]
set [ code] to (join [username] (join [|] (join (coins) [|])))

If you need the decoding script too, ask.
Hope I helped btw!
yes i need help decoding it. pls

Here:
when I receive [ encode]
set [ code] to (join (username) (join [|] (join (coins) [|])))

define decode (what to decode)//set to run without screen refresh
set [ letter] to [0]
set [ temporaryCoins] to [] //Make sure this is blank, no space or anything.
set [ fetchedUsername] to [] //Also set to blank.
repeat until <(letter (letter) of ([what to decode])) = [|]>
change [ letter] by (1)
if <not <(letter (letter) of ([what to decode])) = [|]>> then
set [ fetchedUsername] to (join (fetchedUsername) (letter (letter) of ([what to decode])))
end
end
change [ letter] by (1)
repeat until <(letter (letter) of ([what to decode])) = [|]>
change [ letter] by (1)
if <not <(letter (letter) of ([what to decode])) = [|]>> then
set [ temporaryCoins] to (join (temporaryCoins) (letter (letter) of ([what to decode])))
end
end
if <(username) = [fetchedUsername]> then
set [ coins] to []
end

Basically this just goes through every letter starting at 1 and until it hits a | it keeps adding the letter of whats encoded to whatever is first (for this example it's your username). Once it reaches a | it stops adding letters to your username and skips the | then starts to add the letters fetched to the temporaryCoins. Once it reaches another | it stops finally and checks if you username equals the one fetched, if so then it sets your coins to the coins fetched.

Hope this helps! (And works lol. I believe it does but I'm not too sure.)
i starting to use griffpatch's tutorial. this is pretty much the same! Thanks anyway!
when problem [solved v]
broadcast [be happy v]
stop [this script v]
ducklucky14 ducklucky14 loading
I think I beat a record 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Alright, that sounds good, we just need some confirmation from Ris and Piper for their roles, but if Piper doesn't respond in a while, we'll just go with this for now!
EgraltSe EgraltSe loading
Say we have a sprite with multiple clones. When one clone collides with another, we need some way of identifying the clones that were involved in the collision. We can detect a collision like this:
<touching [ Cloned_Sprite] ?>
However this gives us no way of knowing which specific clone is being collided with.
For example, say we have a game with different types of enemy clones. We need a way to identify what type of enemy we have collided with. Keep in mind that more than one collision may be happening at once, and we want to identify which clones are involved in each collision. A complex system of broadcasts and hiding could work, but it is slow and inefficient. Is there a better way?
Malicondi Malicondi loading

MineTurte wrote:

Well it depends. If you want it so people can't easily just alter it you'll either have to use some really advanced encoder, or just hide the code by editing the JSON file. If @Malicondi happens to see this post he can probably provide you with a link on how to edit the JSON file, cuz I don't know how lol.
Sorry, I can't give anyone that, it's technically against the Terms of Use :p
MineTurte MineTurte loading

Forger412 wrote:

Hi. There's this bug in my tower defense game where some o the lists are not functioning properly. Basically, when I put an “add _ thing to list” block, it puts multiple of the same thing in the same list. How do I fix this so that only 1 thing on the list appears?
If you have multiple clones that all happen to run a broadcast or the add to list script, it'll run it multiple times. Though sometimes it can be from purely broadcasts as they can be buggy sometimes.
Are you suggesting a timer that appears after you've made the recording, or while you're recording?
MineTurte MineTurte loading

SuperGamerGG2 wrote:

MineTurte wrote:

SuperGamerGG2 wrote:

Hello, I'm trying to make a save code mechanism in the “save data” sprite, but I just stuck. Please help me!
https://scratch.mit.edu/projects/969611148/editor/
Well it depends. If you want it so people can't easily just alter it you'll either have to use some really advanced encoder, or just hide the code by editing the JSON file. If @Malicondi happens to see this post he can probably provide you with a link on how to edit the JSON file, cuz I don't know how lol.

But if you don't mind people being able to change it then:
when I receive [ generate code]
set [ code] to (join [username] (join [|] (join (coins) [|])))

If you need the decoding script too, ask.
Hope I helped btw!
yes i need help decoding it. pls

Here:
when I receive [ encode]
set [ code] to (join (username) (join [|] (join (coins) [|])))

define decode (what to decode)//set to run without screen refresh
set [ letter] to [0]
set [ temporaryCoins] to [] //Make sure this is blank, no space or anything.
set [ fetchedUsername] to [] //Also set to blank.
repeat until <(letter (letter) of ([what to decode])) = [|]>
change [ letter] by (1)
if <not <(letter (letter) of ([what to decode])) = [|]>> then
set [ fetchedUsername] to (join (fetchedUsername) (letter (letter) of ([what to decode])))
end
end
change [ letter] by (1)
repeat until <(letter (letter) of ([what to decode])) = [|]>
change [ letter] by (1)
if <not <(letter (letter) of ([what to decode])) = [|]>> then
set [ temporaryCoins] to (join (temporaryCoins) (letter (letter) of ([what to decode])))
end
end
if <(username) = [fetchedUsername]> then
set [ coins] to []
end

Basically this just goes through every letter starting at 1 and until it hits a | it keeps adding the letter of whats encoded to whatever is first (for this example it's your username). Once it reaches a | it stops adding letters to your username and skips the | then starts to add the letters fetched to the temporaryCoins. Once it reaches another | it stops finally and checks if you username equals the one fetched, if so then it sets your coins to the coins fetched.

Hope this helps! (And works lol. I believe it does but I'm not too sure.)
ramenecho ramenecho loading

20140069G wrote:

Also is this intentional or is this a bug?

I can't seem to go back to earlier blocks, for example im at rubber block now and im not able to go back to dirt.

Edit: I didn't realize you swiped with your mouse down, i thought you only could use the arrow, therefore i think you should add an arrow to the left.
Once again, every message here puts the forum post at the top, pleas just use the comments on the game or comments on my profile page
deck26 deck26 loading
I think the scripts are running in a different order for the sprite than for the clone. So the clone sees the ‘switch costume to idle’ in the loop later in the frame than it sees the jump costume block and you only see that last change. Try taking out the switch costume to idle in the loop and you'll see it switches to jump ok.

But you have far too many different scripts trying to switch the costume so you're not in control. This will only get worse as you try to manage punching, punch up etc. You have no idea what order your forever loops will be running in.

Instead of switching costumes in multiple scripts I'd suggest you combine the scripts so you have a logical order in which you check the current state of the sprite/clone.
ZanterZlox ZanterZlox loading

AnotherTwentyFour wrote:

Bump

Guess what's this?
A fifth dimensional being's hand spotted in space
this is a joke because it kinda looks like a hand

AltaluneDaNeoGriffin wrote:

SINE IS DONE!
If you need a look at a specific area just tell me.


(on an annoying note I had to resize this 999+ times to get it under 5mb ;-;)
Was done in illustrator, will be writing a post about the good and bad of switching from Pixlr to Illustrator later


The good and bad of going from Pixlr to Illustrator
Good
  • More layer organization options - Can take separate objects in a layer and move them to other layers
  • Color model options - RGB or CMYK, the latter being a color model designed specifically for printing work. If you print out a poster with your document on RGB mode, the colors won't be the same.
  • Multiple layouts for the Illustrator UI - Essentials, Automation, Painting, Typography, etc.
  • Filters from Photoshop - Multiple filters that can make your drawing look tile like, painted, etc.
  • Line tools - Allows you to make clean straight or curved lines instead of freehanded ones.
Bad
  • Less intuitive - There is a learning curve you have to get over to be able to fully understand a lot of the tools in here.
  • Paint strokes aren't erasable by default - You have to convert the paint stroke to an object, I believe, to erase it.
  • Illustrator isn't free - The only reason I'm using it is because my school is paying for that and a ton of other Abode stuff. (Illustrator alone is 264 hundred dollars per year.)
These are just some things I noticed. I'm sure there's more I'll find later.
MineTurte MineTurte loading

atryan wrote:

Is it possible to use API Keys of a certain website on scratch? If yes, how?
What do you mean “Use API Keys of a certain website on scratch”? Like port a website onto scratch?

MineTurte wrote:

SuperGamerGG2 wrote:

Hello, I'm trying to make a save code mechanism in the “save data” sprite, but I just stuck. Please help me!
https://scratch.mit.edu/projects/969611148/editor/
Well it depends. If you want it so people can't easily just alter it you'll either have to use some really advanced encoder, or just hide the code by editing the JSON file. If @Malicondi happens to see this post he can probably provide you with a link on how to edit the JSON file, cuz I don't know how lol.

But if you don't mind people being able to change it then:
when I receive [ generate code]
set [ code] to (join [username] (join [|] (join (coins) [|])))

If you need the decoding script too, ask.
Hope I helped btw!
yes i need help decoding it. pls

iinspirqtion wrote:

Chloe:
Possible (co)leading, main leader of MBC (? depends on if you want to Chloe! This would mean you would do most of the work in the MBC and lead everyone!) + Either Daily Team/Writing Comp Judge (Pick your poison >



If we were doing music as a genre, I think instruments would be the coolest!

I'm cool with (Co)leading!, I'm good with being the main leader of MBC, I could do it!, and I think I'd rather help with the Daily Team, as I struggle to judge things sometimes

I like the idea of instruments! I love instruments (though the french horn is the best XD)
leafylegend leafylegend loading
chat gpt pokemon? finally a good use of A.I
MineTurte MineTurte loading

SuperGamerGG2 wrote:

Hello, I'm trying to make a save code mechanism in the “save data” sprite, but I just stuck. Please help me!
https://scratch.mit.edu/projects/969611148/editor/
Well it depends. If you want it so people can't easily just alter it you'll either have to use some really advanced encoder, or just hide the code by editing the JSON file. If @Malicondi happens to see this post he can probably provide you with a link on how to edit the JSON file, cuz I don't know how lol.

But if you don't mind people being able to change it then:
when I receive [ generate code]
set [ code] to (join [username] (join [|] (join (coins) [|])))

If you need the decoding script too, ask.
Hope I helped btw!
EnderKyrylo EnderKyrylo loading

EnderKyrylo wrote:

poptko wrote:

the_awsome_penguinja wrote:

ElvenEmperor wrote:

Support, but add an option where you can map controller buttons to certain keys
that would be an easy work around as you could do:
<<key (e v) pressed?> or <button [a v] pressed? :: extension>>
ʌ
|
|
when green flag clicked
forever
if <<key [wv] pressed?> or <button y pressed> then
repeat (10)
change y by (10)

repeat (10)
change y by (-10)
end

end
end
type editor=cringe
abubriski abubriski loading
I think that there used to be a help button. It would help a LOT with certain blocks.
define Define blocks can be confusing. 
Those are define blocks, right? I just put it there to make sure I'm not misunderstood
I'm definitely fine with you doing camper sorting because it seemed exhausting and you have experience, so win-win!

How about we do:

Iris:
No (co)leading but does camper signups and sorting, MB + Daily Team + Megathread/JWC Leader forum (pick your poison <3) + Word War/Cabin War (pick you poison)

Chloe:
Possible (co)leading, main leader of MBC (? depends on if you want to Chloe! This would mean you would do most of the work in the MBC and lead everyone!) + Either Daily Team/Writing Comp Judge (Pick your poison >

Em:
Leader apps + Main Cabin + Daily Team + Writing Comp (probably not co-leading or leading but we'll see <3)

Piper:
Megathread/JWC leader forum (depends on what you and Iris decide) + Choose two out of: MBC, Daily Team, and Writing Comp + Possible (co)leading + Word War/Cabin War (pick your poison)

Then we can finalize things from there!

If we were doing music as a genre, I think instruments would be the coolest!
EnderKyrylo EnderKyrylo loading

poptko wrote:

the_awsome_penguinja wrote:

ElvenEmperor wrote:

Support, but add an option where you can map controller buttons to certain keys
that would be an easy work around as you could do:
<<key (e v) pressed?> or <button [a v] pressed? :: extension>>
ʌ
|
|
when green flag clicked
forever
if <<key [wv] pressed?> or <button y pressed> then
repeat (10)
change y by (10)

repeat (10)
change y by (-10)
end

end
end
Troupes:

Classical
Pop
Theatre
Rock
Synth
EDM

Each troupe has one captain and a co-captain, or just co.
Each troupe will have a slightly different uniform, whether it be color, tie color, or whatever-

Feel free to let me know your guys' thoughts, I just wanted to post mine here. Six troupes in all.
ruizesun ruizesun loading
Hello everyone, I am here to present a game I have been tirelessly working on for months. This is a 2d tile scrolling platforming level editor game in which you can create, share, and play levels. BUT this is no ordinary platformer, my platformer adds a unique feature where the player can change sizes if there are no walls obstructing it. This allows for unique and fun puzzles to be created.

To check out my game press the link below. Please press the “PLAY DEMO LEVEL” button to get a feel of the game.
Size Manipulator

Thanks!
Ruize Sun (@ruizesun)
Hello, I'm trying to make a save code mechanism in the “save data” sprite, but I just stuck. Please help me!
https://scratch.mit.edu/projects/969611148/editor/
MineTurte MineTurte loading

MrKingofScratch wrote:

Malicondi wrote:

That isn't what they're asking for. if i read correctly
Oh mb I guess I should get my eyes checked
my point still stands and a text engine would take it from a counter with letters to a fancy counter (at this point i'm just trying to make myself relevent lol)
Pretty sure you and me were correct about the “fancy” counter. I wanna be relevant tho! that's why I made an extremely compact “fancy” counter that took less time to make than another script I made for someone else that was for a topic 10x easier than this and it took 2x as long…
Boss_1s Boss_1s loading

quadruple_door wrote:

Boss_1s wrote:

quadruple_door wrote:

yeah, if you have startc ad0ons you can se where he's hi-jhacking
Sadly, I can't get forbidden word s, if you have them, can you tell where he's hacking?

Edit: BTW, I'm on Atmosphere right now, somehow he set his player cloud to -1, so he is on the map, but not on the map…

Update: 3 players is enough to expel him on Atmosphere

Update 2: He's gone. Well, not appearing IN the game, aka no reload hacks, but still transmitting. (Atmosphere)

Update 3: Snake.io sever one down >

Update 4: Snake.io ALL servers down

bufferdummy deleted (yay)
but now we got a new guy, meet @yourlosss

i think buffer is making fun of us, hes killed server 3, like bufferdummy did first. more updates are coming live soon.
i should be a hacking news reporter

UPDATE! he has hijacked slither, now erveryone is called some gibberish, idk.

UPDATE! Slither is down and 1 and 2 have fallen!
All games are back up, no hackers present