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daliscreator wrote:

CreativeStegosaur wrote:

griffpatch wrote:

I'm working on a spooky dash Level browser with many cool facts and level codes from the forum!
BRO PLS ADD ALL OF MY LEVELS!!
i want my levels to be here too!!1
perhaps levels requested to be added will be in a community tab unless they fit in with the game good

LP372 wrote:

undeterministic wrote:

among_us1w2 wrote:

so words per page?
support why not and its very efficent
WHAT IF SOMEBODY USES BIG TEXT ALL THE TIME I recommend a height ascept like 5 screen heights and then it will wrap to the next page,
no, it would be amount of words
but big text exists, if i talk in big text like asdfjkadsfjkadfjjdfslhajdskfhadkfjhadsfadhsfhjkldafshjkadfghjadfshfhajhkjfdas then that is only one word despite taking up more space then all these other words
bowmand117 bowmand117 loading

Autothekat-school wrote:

I feel that this needs a
↑↑↑↑ BUMP ↑↑↑↑
to the top of the forums.
(it's a great topic! :D)

you realize doing that is technically against forum rules
LP372 LP372 loading

undeterministic wrote:

among_us1w2 wrote:

so words per page?
support why not and its very efficent
WHAT IF SOMEBODY USES BIG TEXT ALL THE TIME I recommend a height ascept like 5 screen heights and then it will wrap to the next page,
no, it would be amount of words

among_us1w2 wrote:

so words per page?
support why not and its very efficent
WHAT IF SOMEBODY USES BIG TEXT ALL THE TIME I recommend a height ascept like 5 screen heights and then it will wrap to the next page,
LP372 LP372 loading
nvm

among_us1w2 wrote:

so words per page?
support why not and its very efficent
if average words per post on a page is above 500-1000

Paulottix_Music wrote:

CreativeStegosaur wrote:

Mr_Beast wrote:

I'm working on a spooky dash Level browser with many cool facts and level codes from the forum!
When you make it can you add Silent Blood Multiverse Infinity?

yup the most impossible level is it physically possible????
It is possible but no human will ever beat it. Its basically a 1400 block long amazing level with more than 50 frame perfects and lots of straight fly (including offscreen straight fly) and it has offscreen pick a path, frame perfects and invisible jumps
yeah basically the hardest level
so how many screen heighths is a page considered
LP372 LP372 loading
it's hard to scroll through all of it, if all the posts are very long like a SWC thread.


Hello! I need help figuring out how to fix this player movement glitch. The code editor screen gets choppy and the player doesn't move around the screen. I have attempted to attach a link to a screenshot of the current code, and also added a link to the YT tutorial I am using.

Does anyone see anything in the code that could be causing the choppy movement and the static sprite?

Thank you!

https://www.youtube.com/watch?v=ZJ7q3jLRSWs&list=PLy4zsTUHwGJIc90UaTKd-wpIH12FCSoLh&index=3&ab_channel=griffpatch :Time stamp-15:50
among_us1w2 among_us1w2 loading

LP372 wrote:

semi-support, it should be available to reopen by the op
it will just like a normally closed post
AbeHe AbeHe loading

Platypus_WKeyboard wrote:

qloakonscratch wrote:

HexagonWorld wrote:

HexagonWorld wrote:

Here are 5 spoilers for the next issue of TSFOSM. Only one is real:

Morbius is revealed to be the main villain.
The Spider-Man in this universe is actually Miles.
Madame Web shows up.
Big Wheel shows up again.
Someone gets Venomized.
Okay, I lied. There were 2 real spoilers.

Anyway, who here is a Swall (Swarm x Wall) shipper?
I ship Spider-Man and Wall.
Spider-Man and Muh Dam Web
Spider-Mid don't deserve her, everyone knows Muh Dum Web needs to be with Morbius

because it would be morbing web time
I am currently trying to make a skin cycle for my game. It consists of 6 skins, with one being automatically unlocked. I have made about 6 different lines of code that do not work. I hope that I can make it using a next-skin event and previous-skin event.
missingno09 missingno09 loading
My browser / operating system: IPad iOS 17.1, ChromeiOS 123.0.6312.52, No Flash version detected

everytime i use the text thing in a sprite editor, the arrow keys no longer let me move things in the editor. how can i stop this?

qloakonscratch wrote:

HexagonWorld wrote:

HexagonWorld wrote:

Here are 5 spoilers for the next issue of TSFOSM. Only one is real:

Morbius is revealed to be the main villain.
The Spider-Man in this universe is actually Miles.
Madame Web shows up.
Big Wheel shows up again.
Someone gets Venomized.
Okay, I lied. There were 2 real spoilers.

Anyway, who here is a Swall (Swarm x Wall) shipper?
I ship Spider-Man and Wall.
Spider-Man and Muh Dam Web

qloakonscratch wrote:

HexagonWorld wrote:

HexagonWorld wrote:

Here are 5 spoilers for the next issue of TSFOSM. Only one is real:

Morbius is revealed to be the main villain.
The Spider-Man in this universe is actually Miles.
Madame Web shows up.
Big Wheel shows up again.
Someone gets Venomized.
Okay, I lied. There were 2 real spoilers.

Anyway, who here is a Swall (Swarm x Wall) shipper?
I ship Spider-Man and Wall.

SpyCoderX wrote:

deck26 wrote:

You only delete the clone if it was touching the colour at the top of the bucket. So if the candy hits the side of the bucket it stops moving but never sees the code to delete itself.
In other words, the “if touching color <brown>” shouldn't be there.

I rewrote a few things to make it better:
when I start as a clone
repeat until <<touching [Bukkit v]?>or<(y position) < (-170)>> //Move down until you hit the bukkit or the ground
change y by (-5)
turn cw (5) degrees
end
if <touching [Bukkit v]> then //If you hit the bukkit then do the bukkit stuff
glide (0.2) secs to [Bukkit v] ::motion
repeat (5)
change size by (-10)
end
change [Candy: v] by (1)
end
change [clones v] by (-1) //In any case, you hit something so you should delete this clone.
delete this clone
ok. but i dont want the candy going in when it touches the sides.

HexagonWorld wrote:

HexagonWorld wrote:

Here are 5 spoilers for the next issue of TSFOSM. Only one is real:

Morbius is revealed to be the main villain.
The Spider-Man in this universe is actually Miles.
Madame Web shows up.
Big Wheel shows up again.
Someone gets Venomized.
Okay, I lied. There were 2 real spoilers.

Anyway, who here is a Swall (Swarm x Wall) shipper?
I ship Spider-Man and Wall.
Or1onsfire Or1onsfire loading

NotHarryPotterInSoup wrote:

But can I be hired for Dark tale I am a good coder and have made many games by myself

your games are very basic (not trying to be rude) but I don't know if you'd be able to code actual attacks that feel like it's from undertale
I really wanted to delete everything in my backpack but, that would take ages, right clicking and deleting all of the items 1 by 1. I was thinking maybe a button to clear all of it instantly. With a confirmation like ‘Are you sure you want to delete every items in the backpack?’ and maybe even with a password confirmation, similar to the trash.

Or even just the ability to select items in the backpack, then delete them together.
Thanks
Im working on my gacha game where you can summon but randomly it wont reset and everything will disappear I have made a temporary fix but you still don't get the reward. if you have any suggestions on how to fix this please let me know!
This is the game vvv
https://scratch.mit.edu/projects/955710572/
i need some help to make a follower count and i cant find out how to this is what i am doing

import os

os.system(“pip install -U scratchattach”)

session = scratch3.login(“scaryghost14, ”**********“)
conn = session.connect_cloud(”988062367“)

conn.set_var(”variable", 10)
MineTurte MineTurte loading

Create-Scratch101 wrote:

Create-Scratch101 wrote:

How can I get a bullet to find the nearest enemy?
I have been wondering for my simple game, Monster Brawl. Find it here.
For enemy sprite:
when green flag clicked
set [ clones] to [0] //Do NOT set this sprite to "this sprite only"
set [ clone] to [0] //SET to "this sprite only"
repeat (50)
add [placeholder] to [distances]
add [placeholder] to [CloneXs]
add [placeholder] to [CloneYs]
end

when I receive [ makeEnemy]
change [ clones] by (1)
create clone of [ myself]

when I start as a clone
set [ clone] to (clones)
forever
replace item ( clone) of [distances] with (distance to [ player])
replace item ( clone) of [CloneXs] with (x position)
replace item ( clone) of [CloneYs] with (y position)
broadcast [ logDistances]
end

when I receive [ logDistances] //Forever run this on clones
set [ slot] to [0]
findClosestDistances

define findClosestDistances // run without screen refresh
set [ currentClosest] to [999]
repeat (length of [ distances] :: list)
change [ slot] by (1)
if <(item ( slot) of [distances] :: list) < (currentClosest)> then
set [ currentClosest] to (item ( slot) of [distances] :: list)
end
end
broadcast [ bullet]


For bullet sprite:
when I receive [ bullet]
go to x: (item ( currentClosest) of [CloneXs] :: list) y: (item ( currentClosest) of [CloneYs] :: list)

Hope this helps!! (Also not sure if this works perfectly but whatever. I already spent like 15 minutes making this lol.)
SpyCoderX SpyCoderX loading

MineTurte wrote:

Elemental4526 wrote:

I'm trying to add disappearing platforms into my platformer, but I can't figure out how to make them. Can someone please tell me how?
Here ya go:
(code for platforms)
when I receive [ create platform]
create clone of [ myself]

when I start as a clone
go to x: (pick random (-150) to (150)) y: (0) //This is where the platform will appear, you can change it to whatever you'd like
wait until <touching [ player] ?>
repeat (50)
change [ ghost] effect by (1)
end
delete this clone

Hope this helps!
If there is already a disappearing platform when you broadcast “create platform” 2 will be created, not just one
deck26 deck26 loading
You need to think of this from the point of view of someone who knows nothing about the project. Providing vague info just slows down any help you're going to get or even puts helpers off.

Is index2 a number being plotted on a graph or an index value to list items? Where does index2 get plotted - you need an x and y position to plot a graph point.

Describe how to run the project and create a graph and what happens compares with what you want/expect to happen please.

HexagonWorld wrote:

HexagonWorld wrote:

Here are 5 spoilers for the next issue of TSFOSM. Only one is real:

Morbius is revealed to be the main villain.
The Spider-Man in this universe is actually Miles.
Madame Web shows up.
Big Wheel shows up again.
Someone gets Venomized.
Okay, I lied. There were 2 real spoilers.

Anyway, who here is a Swall (Swarm x Wall) shipper?
I.
Any requests for music creation? I'm already going to start on the Once upon a time remix. Any name ideas would be appreciated too!
jvvg jvvg loading
There are already plans to update them, it just takes a while.

Here is a quote from a Scratch Team member

cheddargirl wrote:

The Scratch website is non-profit, which means a lot of forward-facing features can often take a backseat due to things like lack of sufficient grant money for specific features or other issues (like legal compliance or backend fixes) taking first priority. So unless there's a genuine justification for updating pages to 3.0, I think we can deal with 2.0 a little longer.
boom2ratz boom2ratz loading

HexagonWorld wrote:

HexagonWorld wrote:

Here are 5 spoilers for the next issue of TSFOSM. Only one is real:

Morbius is revealed to be the main villain.
The Spider-Man in this universe is actually Miles.
Madame Web shows up.
Big Wheel shows up again.
Someone gets Venomized.
Okay, I lied. There were 2 real spoilers.

Anyway, who here is a Swall (Swarm x Wall) shipper?
Me
italvera italvera loading
It's a war strategy game
SpyCoderX SpyCoderX loading

deck26 wrote:

You only delete the clone if it was touching the colour at the top of the bucket. So if the candy hits the side of the bucket it stops moving but never sees the code to delete itself.
In other words, the “if touching color <brown>” shouldn't be there.

I rewrote a few things to make it better:
when I start as a clone
repeat until <<touching [Bukkit v]?>or<(y position) < (-170)>> //Move down until you hit the bukkit or the ground
change y by (-5)
turn cw (5) degrees
end
if <touching [Bukkit v]> then //If you hit the bukkit then do the bukkit stuff
glide (0.2) secs to [Bukkit v] ::motion
repeat (5)
change size by (-10)
end
change [Candy: v] by (1)
end
change [clones v] by (-1) //In any case, you hit something so you should delete this clone.
delete this clone
when I start as a clone
if <<[index2] = (length of [ hailstone numbers] :: list)> or <[index2] > (length of [ hailstone numbers] :: list)> then
set [ index2] to [1]
else
change [ index2] by (1)
end
That is the stepper function. the index2 is which number is going to be plotted on the graph.
gtg bc my study hall is about to end but i'll finish explaneing after school

HexagonWorld wrote:

Here are 5 spoilers for the next issue of TSFOSM. Only one is real:

Morbius is revealed to be the main villain.
The Spider-Man in this universe is actually Miles.
Madame Web shows up.
Big Wheel shows up again.
Someone gets Venomized.
Okay, I lied. There were 2 real spoilers.

Anyway, who here is a Swall (Swarm x Wall) shipper?
ArgyleE1 ArgyleE1 loading

qloakonscratch wrote:

daboydodo wrote:

Platypus_WKeyboard wrote:

USM #3 one truth, the rest are lies.

Venom will appear
The Spider Person is Mayday Parker
Green Goblin will appear
Peter Parker will not survive
Kitty Pryde will appear
A canon event occurs (que sound effect)
a want to say a cannon event occurs but this could be a trick question so im going with The Spider Person is Mayday Parker
gonna say green goblin will appear
I hope he appears. I wanna see ultimate Green Goblin

-cloudcoding- wrote:

semisupervised wrote:

I passed my A+ cert today by approximately 0.2%
I am now officially a fully certified CompTIA computer technician
Noice, what does this mean though?
Yeah what does it mean?
RokCoder RokCoder loading

SuperGamerGG2 wrote:

RokCoder wrote:

If you want a proper answer then you need to share your project so that people aren't guessing at what other factors may be involved
it is shared
Sorry - I missed that comment when I looked through before.

when I start as a clone
repeat until <touching color [#2c826f] ?>
change y by (-5)
turn cw (5) degrees
end
set [_index v] to (1) // _index is a "for this sprite only" variable
repeat (5)
change x by (((([x position v] of [bucket v]) - (x position)) / (5)) * (_index))
change y by (-5)
turn cw (5) degrees
change size by (-10)
change [index v] by (1)
end
hide
change [Candy: v] by (1)
change [clones v] by (-1)
delete this clone

semisupervised wrote:

I passed my A+ cert today by approximately 0.2%
I am now officially a fully certified CompTIA computer technician
Congratulations! So you've gotten a new job? Wow!

deck26 wrote:

sussybaga-123 wrote:

the system uses a steping function, where after each dot is placed it will look for the next number in the hailstone number list and put a point there on the graph. please just look at the code instead of just making asumptions

deck26 wrote:

sussybaga-123 wrote:

the dots on my graph shouldnt have any way of changing their y axis after doing it the first time but they do it anyways. the dots are coded in sprite 4 of my project. Also if anyone has ideas on how to shrink the code at all i would love to hear it bc there are massive chunks of code. Posting this again because the only reply sent the exact opposite of what i wanted. I cannot just put
forever
set y to (y value)
end
because there can be different amounts of dots, i am not creating 100 variables named y value
If you use a list each hailstone just needs to access its own item in the list. Just give each clone a unique number and it can access that list item. I can't make sense of how to see the problem.

the system uses a steping function, where after each dot is placed it will look for the next number in the hailstone number list and put a point there on the graph. please just look at the code instead of just making asumptions
Not sure who that's addressed to but I did try to look at your code but couldn't make sense of the project more generally. If we can't replicate the issue it makes it harder to help so it is up to you to help us to help you.
why didnt you just try the system to see what i was talking about.
-Squiggle -Squiggle loading

SawyerDrawsThings wrote:

I like codewords that vary person to person, that way it's hard to guess(and it goes on real well with the identity theme), so maybe something like having it be a word that you use to describe yourself?
that's kind of a fun idea :0
deck26 deck26 loading

sussybaga-123 wrote:

the system uses a steping function, where after each dot is placed it will look for the next number in the hailstone number list and put a point there on the graph. please just look at the code instead of just making asumptions

deck26 wrote:

sussybaga-123 wrote:

the dots on my graph shouldnt have any way of changing their y axis after doing it the first time but they do it anyways. the dots are coded in sprite 4 of my project. Also if anyone has ideas on how to shrink the code at all i would love to hear it bc there are massive chunks of code. Posting this again because the only reply sent the exact opposite of what i wanted. I cannot just put
forever
set y to (y value)
end
because there can be different amounts of dots, i am not creating 100 variables named y value
If you use a list each hailstone just needs to access its own item in the list. Just give each clone a unique number and it can access that list item. I can't make sense of how to see the problem.

the system uses a steping function, where after each dot is placed it will look for the next number in the hailstone number list and put a point there on the graph. please just look at the code instead of just making asumptions
Not sure who that's addressed to but I did try to look at your code but couldn't make sense of the project more generally. If we can't replicate the issue it makes it harder to help so it is up to you to help us to help you.
MineTurte MineTurte loading

Elemental4526 wrote:

I'm trying to add disappearing platforms into my platformer, but I can't figure out how to make them. Can someone please tell me how?
Here ya go:
(code for platforms)
when I receive [ create platform]
create clone of [ myself]

when I start as a clone
go to x: (pick random (-150) to (150)) y: (0) //This is where the platform will appear, you can change it to whatever you'd like
wait until <touching [ player] ?>
repeat (50)
change [ ghost] effect by (1)
end
delete this clone

Hope this helps!
Paddle2See Paddle2See loading
If you have a question about a Scratch Team action, please use the Contact Us button at the bottom of every page to ask the Scratch Team directly.

MineTurte wrote:

deck26 wrote:

sussybaga-123 wrote:

the dots on my graph shouldnt have any way of changing their y axis after doing it the first time but they do it anyways. the dots are coded in sprite 4 of my project. Also if anyone has ideas on how to shrink the code at all i would love to hear it bc there are massive chunks of code. Posting this again because the only reply sent the exact opposite of what i wanted. I cannot just put
forever
set y to (y value)
end
because there can be different amounts of dots, i am not creating 100 variables named y value
If you use a list each hailstone just needs to access its own item in the list. Just give each clone a unique number and it can access that list item. I can't make sense of how to see the problem.

Or just make 1 Y variable that is set to “this sprite only” lol.
bro it uses clones. i dont think you know what hailstone numbers are
Scurious 2(unreleased) accidentaly stalemates Thunder Shark up a Queen and Rook: https://lichess.org/UzyQS7Lf#105
pqsgraham pqsgraham loading

Platypus_WKeyboard wrote:

PMU_Official wrote:

mandofan2 wrote:

pqsgraham wrote:

ThatOneWeirdDude wrote:

mandofan2 wrote:

ThatOneWeirdDude wrote:

dear ice spice team please let kanye use ice spice for new body.

I need the GOATS to collab
-__- I think your the only one that wants that. Ice spice is no goat
One feature from ice spice on volume 2 is better than any carti feature.

In Ha Mood easily clears every carti song
first ice spice fan i think I've ever seen

anyways mgk and trippie redd announced that a collab tape is coming on 3/29 and I'm super hyped if the previews are anything to go off of. the song mgk previewed on IG live yesterday “4am I'm nodding off” is a massive banger
Never seen an MGK fan before either
I have a friend who’s an MGK fan. He has a pretty good music taste otherwise though.
That hit me like a freight train.

MGK? Really?
people clown on him a LOT but other than the songs of his that get really popular and are garbage like “emo girl” and most of the whole mainstream sellout album he writes really solid music. I don't care much for his rap outside of Hotel Diablo but Tickets to my Downfall is a really fun album to listen to. mgk isn't the only thing i listen to anyways but i would consider myself a fan. i think most of the hate for him is forced and its just a bandwagon or its like people hear emo girl once and automatically assume he's not a good artist.

if you want to listen to a good mgk song that's not overwhelmingly popular and is not actual garbage like everything off of mainstream sellout you should listen to “bloody valentine” or “title track.” and for rap, listen to “el diablo” or when this new album comes out listen to “4am”
the system uses a steping function, where after each dot is placed it will look for the next number in the hailstone number list and put a point there on the graph. please just look at the code instead of just making asumptions

deck26 wrote:

sussybaga-123 wrote:

the dots on my graph shouldnt have any way of changing their y axis after doing it the first time but they do it anyways. the dots are coded in sprite 4 of my project. Also if anyone has ideas on how to shrink the code at all i would love to hear it bc there are massive chunks of code. Posting this again because the only reply sent the exact opposite of what i wanted. I cannot just put
forever
set y to (y value)
end
because there can be different amounts of dots, i am not creating 100 variables named y value
If you use a list each hailstone just needs to access its own item in the list. Just give each clone a unique number and it can access that list item. I can't make sense of how to see the problem.

the system uses a steping function, where after each dot is placed it will look for the next number in the hailstone number list and put a point there on the graph. please just look at the code instead of just making asumptions
LP372 LP372 loading

cactus-cacti wrote:

i think there should be a cooldown for this, i.e. you can’t send in a report until it has been, say, 20 minutes since your last one?
It should be an hour, you will probably go off mute page after reporting it, and not be able to reassess it. And if you get muted in that cool down hour it is probably intentionally catching it
Hello I want to propose this studio to be featured as it has given me good knowledge on what a solar eclipse looks like and the fact that there will be one soon; https://scratch.mit.edu/studios/34838231