Discuss Scratch

megaman100
Scratcher
100+ posts

Clone types

Currently, we can only have one type of clone for each sprite. It would be nice if we could have different types of clones for sprites. Their names could also be customized

create clone type [type 1 v] of [myself v]:: control

when I start as a clone type [type 1 v]:: control hat
move () steps

when I start as a clone type [type 2 v]:: control hat
wait () secs

Last edited by megaman100 (Aug. 24, 2018 20:49:54)

powercon5
Scratcher
1000+ posts

Clone types

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.



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megaman100
Scratcher
100+ posts

Clone types

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
powercon5
Scratcher
1000+ posts

Clone types

megaman100 wrote:

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
but you only need to create one variable.



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TheAdriCoolManDude
Scratcher
1000+ posts

Clone types

powercon5 wrote:

megaman100 wrote:

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
but you only need to create one variable.
It is also easy to do. Would just 30 extra seconds cost that long?


badatprogrammingibe
Scratcher
500+ posts

Clone types

TheAdriCoolManDude wrote:

powercon5 wrote:

megaman100 wrote:

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
but you only need to create one variable.
It is also easy to do. Would just 30 extra seconds cost that long?
Not intuitive though. I didn't know about that feature until around 2-3 years into my scratch programming.

Last edited by badatprogrammingibe (Aug. 25, 2018 10:25:33)

TheAdriCoolManDude
Scratcher
1000+ posts

Clone types

badatprogrammingibe wrote:

TheAdriCoolManDude wrote:

powercon5 wrote:

megaman100 wrote:

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
but you only need to create one variable.
It is also easy to do. Would just 30 extra seconds cost that long?
Not intuitive though. I didn't know about that feature until around 2-3 years into my scratch programming.
I learned that in 3-4 months of programming. There is always “The List of Workarounds” waiting for you


powercon5
Scratcher
1000+ posts

Clone types

badatprogrammingibe wrote:

TheAdriCoolManDude wrote:

powercon5 wrote:

megaman100 wrote:

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
but you only need to create one variable.
It is also easy to do. Would just 30 extra seconds cost that long?
Not intuitive though. I didn't know about that feature until around 2-3 years into my scratch programming.
I agree with that, but I don't think the answer is this, as it adds lots of block for an existing feature. Maybe the current way should be tweaked to make it more clear?



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megaman100
Scratcher
100+ posts

Clone types

powercon5 wrote:

badatprogrammingibe wrote:

TheAdriCoolManDude wrote:

powercon5 wrote:

megaman100 wrote:

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
but you only need to create one variable.
It is also easy to do. Would just 30 extra seconds cost that long?
Not intuitive though. I didn't know about that feature until around 2-3 years into my scratch programming.
I agree with that, but I don't think the answer is this, as it adds lots of block for an existing feature. Maybe the current way should be tweaked to make it more clear?
But clone types would come in handy for something like this.

repeat (...)
create clone type [chargeshot v] of [myself v]:: control
end

when I start as a clone type [shot v]:: control hat
...

when I start as a clone type [half chargeshot v]:: control hat
...

when I start as a clone type [chargeshot v]:: control hat
...

For example the character could fire multiple charge shots at once.

Last edited by megaman100 (Sept. 22, 2018 17:25:14)

ScratchMarioMan64
Scratcher
100+ posts

Clone types

No support, simple workaround.
If people are to be confused on what the workaround is, here are some scripts:
set [var v] to [0]
repeat (3)
create clone of [myself v]
change [var v] by (1)
end
when I start as a clone
if <(var) = [...]> then
...
end
Note that for every clone type you need one “if-then” Blocks.

My username says “ScratchMarioMan64” but you can call me Aris.
powercon5
Scratcher
1000+ posts

Clone types

megaman100 wrote:

powercon5 wrote:

badatprogrammingibe wrote:

TheAdriCoolManDude wrote:

powercon5 wrote:

megaman100 wrote:

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
but you only need to create one variable.
It is also easy to do. Would just 30 extra seconds cost that long?
Not intuitive though. I didn't know about that feature until around 2-3 years into my scratch programming.
I agree with that, but I don't think the answer is this, as it adds lots of block for an existing feature. Maybe the current way should be tweaked to make it more clear?
But clone types would come in handy for something like this.

repeat (...)
create clone type [chargeshot v] of [myself v]:: control
end

when I start as a clone type [shot v]:: control hat
...

when I start as a clone type [half chargeshot v]:: control hat
...

when I start as a clone type [chargeshot v]:: control hat
...

For example the character could fire multiple charge shots at once.
But you can already do this as I said above.
set [shot v] to [charge]
create clone of [myself v]

when I start as a clone
if <(shot) = [charge]> then



else

end



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megaman100
Scratcher
100+ posts

Clone types

powercon5 wrote:

megaman100 wrote:

powercon5 wrote:

badatprogrammingibe wrote:

TheAdriCoolManDude wrote:

powercon5 wrote:

megaman100 wrote:

powercon5 wrote:

You can just do this with variables. You have to set it to “for this sprite only” It will then work independently, with different values for each clone.
But with my suggestion we can save variables and make the code shorter.
but you only need to create one variable.
It is also easy to do. Would just 30 extra seconds cost that long?
Not intuitive though. I didn't know about that feature until around 2-3 years into my scratch programming.
I agree with that, but I don't think the answer is this, as it adds lots of block for an existing feature. Maybe the current way should be tweaked to make it more clear?
But clone types would come in handy for something like this.

repeat (...)
create clone type [chargeshot v] of [myself v]:: control
end

when I start as a clone type [shot v]:: control hat
...

when I start as a clone type [half chargeshot v]:: control hat
...

when I start as a clone type [chargeshot v]:: control hat
...

For example the character could fire multiple charge shots at once.
But you can already do this as I said above.
set [shot v] to [charge]
create clone of [myself v]

when I start as a clone
if <(shot) = [charge]> then



else

end
But with my suggestion, it can save variables.
convoluto-
Scratcher
100+ posts

Clone types

megaman100 wrote:

But with my suggestion, it can save variables.
No? You only need one variable.

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ScratchMarioMan64
Scratcher
100+ posts

Clone types

convoluto- wrote:

megaman100 wrote:

But with my suggestion, it can save variables.
No? You only need one variable.
^^ What I would say

My username says “ScratchMarioMan64” but you can call me Aris.
TheAdriCoolManDude
Scratcher
1000+ posts

Clone types

convoluto- wrote:

megaman100 wrote:

But with my suggestion, it can save variables.
No? You only need one variable.
To add to this, it doesn't take that long to make one, one variable.


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