Discuss Scratch

TheCreativityProject
Scratcher
67 posts

Java

Cloud-Multiplayer wrote:

Tiles would be great, it can be less tedious to create details of the map, and make everything well structured so that adding things would be easier, I know how to construct the clones for the structure of the map, but then I also need help on making the map none laggy and other stuff like that…
You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type .
TheCreativityProject
Scratcher
67 posts

Java

We can still use vector trees/bushes, and vector characters
TheCreativityProject
Scratcher
67 posts

Java

TheCreativityProject wrote:

We can still use vector trees/bushes, and vector characters
and the tiles (for stone, grass, water, walls, and flowers) can also be vector
allbookmonkey
Scratcher
500+ posts

Java

TheCreativityProject wrote:

Keep in mind that zoom requires immense/meticulous detail and you need to use vector.
Yes, that is fine. Though if you want to do something else, that would be alright. :shrugs: Whatever floats your figurative boat, lol. I won't get in your way if you do it well.


I was going to say something else, but I forgot what it was.

…Oh yeah, voting will start tomorrow. So far our ideas are (correct me if I'm wrong):
~ Hero of the Light - Fantasy/Adventure RPG
~ Dimensions game - Adventure game
~ Farming RPG - Farming RPG (idk how to categorize it)
~ Bullet shooter game - Fantasy game

~ (technically not a suggestion - only something to think about, since it hasn't been approved by the derived creator) Fighting RPG based off HoTL

These are currently the suggestions (that I have seen), let me know ASAP if I've gotten anything wrong.
scratch-master10
Scratcher
61 posts

Java

Awesome ideas! So many people have been brainstorming and writing away
EmpowerAnimations
Scratcher
72 posts

Java

GoodSirs wrote:

This seems like a very interesting game plan we've got going on. Here are my ideas:
@allbookmonkey said that HoTL and the Fighting RPG had the same premise. I agree, and think that we should combine them in a sort of way.
I think that the backstory should be the same as HoTL (with some cutscenes that leaves the player in the castle when the guards are in pursuit, as @allbookmonkey suggested).
However, it'll be a big scrolling map that has 4 different sections/quadrants in the corner with a river straight down the middle. There will be bridges over this river, which will be the only way to cross it (maybe like 4 spaced evenly about?).
The King will send out search parties that the player has to hide from every few minutes. There will also be random mobs with names such as “the Undead” (zombies), “Alchemists” (wizards/witches), etc…
The player will have to kill these mobs and loot them for gear and to level up. The mobs will also become harder too, and there might be bosses in the game too (1 boss per quadrant?)
Once he is high enough level, Ivan will come back to the castle, defeat the guards, and kill the King.
Then the game will end (maybe saying the player's stats such as time taken, mobs killed, etc…) with a cutscene of the crown being offered to Ivan by the mage.
Or, if you die, two options: to be brought back to life in the same spot where you were (can be done once per game) or restart completely.
Anyways, that's my idea. The Farming RPG could be pretty fun too, albeit a bit repetitive after a while.

Yeah, the four different sections/quadrants are good. And as for the bosses in the quadrants, I'm thinking about monsters that the king ordered the wizards/witches to summon. And maybe these monsters are the sons of darkness? Idk. And the search parties are another great idea, but the player should have the option to hide or fight. Fighting the search party is difficult and risky, but can give you great rewards if you win. And I'll try to have the mobs for you guys in like 2 days if you guys decide to use Hero of the Light. As for the armor and gear, you can earn armor from the plot line or you can buy them (Not using real money, but by selling some items that you collected in-game). Weapons, Shields, and Bows are dropped by mobs. And how about items that you can pick up and use in certain ways, like you pick up flint and wood, strike them together with a sword, and you get a campfire. If you die, restarting the whole game seems kinda harsh, so I would say respawning at the same place where you died. We're working on the cutscenes and the music right now. Thanks!
scratch-master10
Scratcher
61 posts

Java

EmpowerAnimations wrote:

GoodSirs wrote:

This seems like a very interesting game plan we've got going on. Here are my ideas:
@allbookmonkey said that HoTL and the Fighting RPG had the same premise. I agree, and think that we should combine them in a sort of way.
I think that the backstory should be the same as HoTL (with some cutscenes that leaves the player in the castle when the guards are in pursuit, as @allbookmonkey suggested).
However, it'll be a big scrolling map that has 4 different sections/quadrants in the corner with a river straight down the middle. There will be bridges over this river, which will be the only way to cross it (maybe like 4 spaced evenly about?).
The King will send out search parties that the player has to hide from every few minutes. There will also be random mobs with names such as “the Undead” (zombies), “Alchemists” (wizards/witches), etc…
The player will have to kill these mobs and loot them for gear and to level up. The mobs will also become harder too, and there might be bosses in the game too (1 boss per quadrant?)
Once he is high enough level, Ivan will come back to the castle, defeat the guards, and kill the King.
Then the game will end (maybe saying the player's stats such as time taken, mobs killed, etc…) with a cutscene of the crown being offered to Ivan by the mage.
Or, if you die, two options: to be brought back to life in the same spot where you were (can be done once per game) or restart completely.
Anyways, that's my idea. The Farming RPG could be pretty fun too, albeit a bit repetitive after a while.

Yeah, the four different sections/quadrants are good. And as for the bosses in the quadrants, I'm thinking about monsters that the king ordered the wizards/witches to summon. And maybe these monsters are the sons of darkness? Idk. And the search parties are another great idea, but the player should have the option to hide or fight. Fighting the search party is difficult and risky, but can give you great rewards if you win. And I'll try to have the mobs for you guys in like 2 days if you guys decide to use Hero of the Light. As for the armor and gear, you can earn armor from the plot line or you can buy them (Not using real money, but by selling some items that you collected in-game). Weapons, Shields, and Bows are dropped by mobs. And how about items that you can pick up and use in certain ways, like you pick up flint and wood, strike them together with a sword, and you get a campfire. If you die, restarting the whole game seems kinda harsh, so I would say respawning at the same place where you died. We're working on the cutscenes and the music right now. Thanks!
Yup, that'll be great.
Cloud-Multiplayer
Scratcher
100 posts

Java

TheCreativityProject wrote:

You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type .
I am pretty sure lists would be better because of the benefits like making save codes for the game, making the game simpler and more organized for scratchers that don't really know how to code to well, also it can make it easier for random world generation, which I am pretty sure would be awesome because then every adventure would be different
Chickenluv24
Scratcher
25 posts

Java

allbookmonkey wrote:

Lol it gave me 404 first time, it was my mistake. @EmpowerAnimations can decide about fighting (personally, I think having separate battlegrounds would be good - similar to the minigame concept you mentioned) since he came up with the idea. I think just one world map would be fine, but Tay makes final decisions since he's the visionary for the project. You should ask him.

(by the way, what pronouns do y'all have? idk what to call you. xD )

My pronouns are she/her
Cloud-Multiplayer
Scratcher
100 posts

Java

1. RPG scrolling game.
2. Parts of music can be put in fitting in the all the sound effects and background, loops will be added for parts in storylines that has the player controlling the game, and then actual non looped music can be added where there can be cutscenes and stuff like that and when the player is in a time controlled state. For a better explanation, go here: https://scratch.mit.edu/discuss/youtube/bTT3piMjqmM/
a. Flute, violen, some of the band instruments… Not to sure yet.
b. Really depends on the mood of the situation
c. I don't know yet
3. Basically the world, as the player explores it more and more, a map can be used to display parts of the world you explored and stuff.
4. I would like it to be vector and stuff (with some pen graphics here and there) because it gives a better feel of how smooth music is, some stages can shift to bit map if needed like if they are going into a video game or something.
a. Stamping shouldn't be necessary since we won't be using a that much clones for one part of a screen, (I hope) we want it to be clear and calming.
b. Like I said, it can shift to vector and bitmap, like a video game, or some kind of really weird dimension.
c. Basically there should already be a world map, as you explore around, it will render different people and objects that will appear and shift your story in the game, and as you go around, render with the music.
5. I would like it to be where it only clones things that will be needed instead of things outside of the area, like griffpatch's paper minecraft so that we don't get past the clone limit, I also usualy leave it to when we get to the story..
a. ^ a bit
b. I don't really get what you mean
c. not fast but smooth shifts that make sense. I will kinda explain with the story.
6. He/She has been shoved into this new world, everything he/she sees is new to them, they start out onto an adventure, making friends along the way, meeting enemies, everything is randomly generated, so the story has to be used in a step by step way that can be place anywhere. I can't really make the story plot now… I have to wait until we actually come to making the scenes, which is when the ideas come in
TheCreativityProject
Scratcher
67 posts

Java

Cloud-Multiplayer wrote:

TheCreativityProject wrote:

You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type .
I am pretty sure lists would be better because of the benefits like making save codes for the game, making the game simpler and more organized for scratchers that don't really know how to code to well, also it can make it easier for random world generation, which I am pretty sure would be awesome because then every adventure would be different
I know lists are better. I just mean that you do not need to MANUALLY manipulate the lists, and instead set specific equations. Lists are helpful and Neccesary.
TheCreativityProject
Scratcher
67 posts

Java

Chickenluv24 wrote:

allbookmonkey wrote:

Lol it gave me 404 first time, it was my mistake. @EmpowerAnimations can decide about fighting (personally, I think having separate battlegrounds would be good - similar to the minigame concept you mentioned) since he came up with the idea. I think just one world map would be fine, but Tay makes final decisions since he's the visionary for the project. You should ask him.

(by the way, what pronouns do y'all have? idk what to call you. xD )

My pronouns are she/her
Mine are he/him
Cloud-Multiplayer
Scratcher
100 posts

Java

TheCreativityProject wrote:

Cloud-Multiplayer wrote:

TheCreativityProject wrote:

You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type .
I am pretty sure lists would be better because of the benefits like making save codes for the game, making the game simpler and more organized for scratchers that don't really know how to code to well, also it can make it easier for random world generation, which I am pretty sure would be awesome because then every adventure would be different
I know lists are better. I just mean that you do not need to MANUALLY manipulate the lists, and instead set specific equations. Lists are helpful and Neccesary.
Okay…. I would have to see it first since I kinda don't really know what your talking about in a way…
TheCreativityProject
Scratcher
67 posts

Java

Cloud-Multiplayer wrote:

TheCreativityProject wrote:

Cloud-Multiplayer wrote:

TheCreativityProject wrote:

You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type .
I am pretty sure lists would be better because of the benefits like making save codes for the game, making the game simpler and more organized for scratchers that don't really know how to code to well, also it can make it easier for random world generation, which I am pretty sure would be awesome because then every adventure would be different
I know lists are better. I just mean that you do not need to MANUALLY manipulate the lists, and instead set specific equations. Lists are helpful and Neccesary.
Okay…. I would have to see it first since I kinda don't really know what your talking about in a way…
I'll show you when I get to it, while i'm working on music. I disagree with random world generation in a way. I get that random flower/tallgras vs grass generation may work. However, random wall generation and stuff could cause chaos. I disagree with random world generation in games with a very strong storyline and a path that the person needs to take…
GoodSirs
Scratcher
3 posts

Java

EmpowerAnimations wrote:

GoodSirs wrote:

This seems like a very interesting game plan we've got going on. Here are my ideas:
@allbookmonkey said that HoTL and the Fighting RPG had the same premise. I agree, and think that we should combine them in a sort of way.
I think that the backstory should be the same as HoTL (with some cutscenes that leaves the player in the castle when the guards are in pursuit, as @allbookmonkey suggested).
However, it'll be a big scrolling map that has 4 different sections/quadrants in the corner with a river straight down the middle. There will be bridges over this river, which will be the only way to cross it (maybe like 4 spaced evenly about?).
The King will send out search parties that the player has to hide from every few minutes. There will also be random mobs with names such as “the Undead” (zombies), “Alchemists” (wizards/witches), etc…
The player will have to kill these mobs and loot them for gear and to level up. The mobs will also become harder too, and there might be bosses in the game too (1 boss per quadrant?)
Once he is high enough level, Ivan will come back to the castle, defeat the guards, and kill the King.
Then the game will end (maybe saying the player's stats such as time taken, mobs killed, etc…) with a cutscene of the crown being offered to Ivan by the mage.
Or, if you die, two options: to be brought back to life in the same spot where you were (can be done once per game) or restart completely.
Anyways, that's my idea. The Farming RPG could be pretty fun too, albeit a bit repetitive after a while.

Yeah, the four different sections/quadrants are good. And as for the bosses in the quadrants, I'm thinking about monsters that the king ordered the wizards/witches to summon. And maybe these monsters are the sons of darkness? Idk. And the search parties are another great idea, but the player should have the option to hide or fight. Fighting the search party is difficult and risky, but can give you great rewards if you win. And I'll try to have the mobs for you guys in like 2 days if you guys decide to use Hero of the Light. As for the armor and gear, you can earn armor from the plot line or you can buy them (Not using real money, but by selling some items that you collected in-game). Weapons, Shields, and Bows are dropped by mobs. And how about items that you can pick up and use in certain ways, like you pick up flint and wood, strike them together with a sword, and you get a campfire. If you die, restarting the whole game seems kinda harsh, so I would say respawning at the same place where you died. We're working on the cutscenes and the music right now. Thanks!

I like this idea. I'll try to expand on it when I have more time. By the way, Where/how do we vote? I'm slightly confused.
Cloud-Multiplayer
Scratcher
100 posts

Java

TheCreativityProject wrote:

Cloud-Multiplayer wrote:

TheCreativityProject wrote:

Cloud-Multiplayer wrote:

TheCreativityProject wrote:

You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type .
I am pretty sure lists would be better because of the benefits like making save codes for the game, making the game simpler and more organized for scratchers that don't really know how to code to well, also it can make it easier for random world generation, which I am pretty sure would be awesome because then every adventure would be different
I know lists are better. I just mean that you do not need to MANUALLY manipulate the lists, and instead set specific equations. Lists are helpful and Neccesary.
Okay…. I would have to see it first since I kinda don't really know what your talking about in a way…
I'll show you when I get to it, while i'm working on music. I disagree with random world generation in a way. I get that random flower/tallgras vs grass generation may work. However, random wall generation and stuff could cause chaos. I disagree with random world generation in games with a very strong storyline and a path that the person needs to take…
I would think we need at least some randomness, like, at least make probably the places you are supposed to go randomly generated, onto different place on the map, but they will, stil be the same place.
Cloud-Multiplayer
Scratcher
100 posts

Java

TheCreativityProject wrote:

Cloud-Multiplayer wrote:

TheCreativityProject wrote:

You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type .
I am pretty sure lists would be better because of the benefits like making save codes for the game, making the game simpler and more organized for scratchers that don't really know how to code to well, also it can make it easier for random world generation, which I am pretty sure would be awesome because then every adventure would be different
I know lists are better. I just mean that you do not need to MANUALLY manipulate the lists, and instead set specific equations. Lists are helpful and Neccesary.
Also I just want to say, it’s hard to think up of good things if you keep on disgreeing with almost everything I think of
EmpowerAnimations
Scratcher
72 posts

Java

Hey @TheCreativityProject! Here's the music list for the Hero of the Light that you requested!

1. Main Menu Theme - A light, airy theme that gives you a sense of adventure
2. Main Theme - A theme that is dramatic and adventurous at the same time, but it should be different than the Main Menu Theme.
3. Possibility Theme (Day) - Something that should be played if you are not in an important area of the game, maybe a carefree mood
4. Possibility Theme (Night) - Something that should be played if you are not in an important area of the game, it should give off a dangerous vibe
5. Battle Theme - Kind of a dramatic mood, which makes you aware of the music and look around
6. Desert Theme (Day) - Music that gives you the sense that this will be harsh
7. Desert Theme (Night) - Music that gives you the sense that this will be freezing cold
8. Volcano Theme - There will be no day/night theme for this. The theme should give the vibe that this will be scorching hot
9. Tundra Theme - Think about the moods you get when you're walking through snow, and base the music off of that
10. Air Theme - This should be an airy and carefree theme, as if you're a cloud.
11. Minor Bosses Theme - A more dramatic theme when it's compared with the Battle Theme
12. Boss Theme - The most dramatic theme in the game, along with the Royalty Theme
13. Royalty Theme - Like a regal fanfare, but in the form of a bit longer song.

This is it so far, but there will be more songs as we develop the story.
Cloud-Multiplayer
Scratcher
100 posts

Java

EmpowerAnimations wrote:

If you die, restarting the whole game seems kinda harsh, so I would say respawning at the same place where you died. We're working on the cutscenes and the music right now. Thanks!
How about the person basically saves where they were. So that each time they die, they respond there, I Minda go it from ori and the blind forest but it’s a bit of a more creative approach.

Last edited by Cloud-Multiplayer (Oct. 18, 2019 13:54:35)

TheCreativityProject
Scratcher
67 posts

Java

Cloud-Multiplayer wrote:

EmpowerAnimations wrote:

If you die, restarting the whole game seems kinda harsh, so I would say respawning at the same place where you died. We're working on the cutscenes and the music right now. Thanks!
How about the person basically saves where they were. So that each time they die, they respond there, I Minda go it from ori and the blind forest but it’s a bit of a more creative approach.
Like with save codes? or with cloud?

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