Discuss Scratch

Cloud-Multiplayer
Scratcher
100 posts

Java

TheCreativityProject wrote:

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?
It’s like they just press a button, and it automatically saves where you are, not really like a save code, it’s like you are creating your own checkpoint.
TheCreativityProject
Scratcher
67 posts

Java

EmpowerAnimations wrote:

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.

I think we should also have a story theme, a theme for each miniboss.
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.
Also I just want to say, it’s hard to think up of good things if you keep on disagreeing with almost everything I think of
You make a valid point. However, now that you have put forth a point for randomness, I semi-support it now.
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.
Also I just want to say, it’s hard to think up of good things if you keep on disagreeing with almost everything I think of
You make a valid point. However, now that you have put forth a point for randomness, I semi-support it now.
I just kinda think a bit of randomness will put in some creativity into the game!
TheCreativityProject
Scratcher
67 posts

Java

Cloud-Multiplayer wrote:

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.
I kinda understand what you mean here, and you have a vaild point.
EmpowerAnimations
Scratcher
72 posts

Java

TheCreativityProject wrote:

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?

That's a good idea!
allbookmonkey
Scratcher
500+ posts

Java

Chickenluv24 wrote:

My pronouns are she/her

TheCreativityProject wrote:

Mine are he/him

Got it, thanks Keep discussing the technical stuff I don't 100% know - you're making good progress.

Okay, I've made the vote for which game we'll be making. Vote right on over here! https://scratch.mit.edu/studios/25277147/comments/#comments-63780865
SuperMarioOdyssey100
Scratcher
24 posts

Java

I'm the host but I personally like the Farming or the Dimensions. I just want someone to differ!
-RazorCode-
Scratcher
10 posts

Java

EmpowerAnimations wrote:

scratch-master10 wrote:

Holy cow! Those are all great ideas! It's been a while since I been on a forum
I was thinking to do a fighting RPG with a scrolling map with Bosses, mini-bosses, and different realms, better weapons. Top-down would be best.
I can't find no music cuz I'm on a block computer so I leave it up to u to find some music.
I can't explain much because I gotta go to school so here's the rundown.
1. We gotta make a menu screen, of course.
2. We need to make a cool lobby.
3. This one might take a while but we need to make all the biomes in the first realm, then the second, then the third, then the fourth.
4. Make the portals and add monsters to the realms
5. Code the CPUs, that will be easy as we can just make the CPU aggressive within a range
6. Make the player and add the health bar and XP bar
7. Make the shop and the things in it.
8. Make the mob drops (coins and XP)
9. Add Scrolling effect and minimap.
10. Thumbnail.
This is kinda what the Hero of the Light is.
I think that’s a great idea!
TheCreativityProject
Scratcher
67 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!
Do you have any idea where to keep the inventory? Also, how to trigger the fighting minigames? Is it just touching the enemies? Next, I have an idea for the battle minigame. It is a normal platformer with the enemy somewhere, and the spikes and platformers move in time for the music
EmpowerAnimations
Scratcher
72 posts

Java

TheCreativityProject wrote:

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!
Do you have any idea where to keep the inventory? Also, how to trigger the fighting minigames? Is it just touching the enemies? Next, I have an idea for the battle minigame. It is a normal platformer with the enemy somewhere, and the spikes and platformers move in time for the music

The inventory will be accessible by pressing a certain key, and the fighting will commence if an enemy “notices” you. And you actually have to attack them, not just press a button that's called “Attack”. And I think that we could make spikes into something else, something more creative.
Cloud-Multiplayer
Scratcher
100 posts

Java

Keep in mind guys that this should be mobile supported because: Mobile support can increase the freedom of a player so that they can play any where, anytime! Also it would make it more accessible to people that are traveling and want something fun to play!
TheCreativityProject
Scratcher
67 posts

Java

Cloud-Multiplayer wrote:

Keep in mind guys that this should be mobile supported because: Mobile support can increase the freedom of a player so that they can play any where, anytime! Also it would make it more accessible to people that are traveling and want something fun to play!
IDK how to do mobile. Which coders in JAVA can make mobile code?
allbookmonkey
Scratcher
500+ posts

Java

Cloud-Multiplayer wrote:

Keep in mind guys that this should be mobile supported because: Mobile support can increase the freedom of a player so that they can play any where, anytime! Also it would make it more accessible to people that are traveling and want something fun to play!

That is right. Ideally, a good game should:

1. Be accessible. That might include being mobile-friendly, having a high-contrast mode, subtitles, a screen narrator, modes of difficulty, etc.
2. Be interesting. That might be something kids are interested in or have heard of before - something that may appeal to all ages and multiple interests. Or, it should be something with action and adventure that our target audience will appreciate.

Just keep that in mind while voting.
Nopuuz
Scratcher
7 posts

Java

TheCreativityProject wrote:

Cloud-Multiplayer wrote:

Keep in mind guys that this should be mobile supported because: Mobile support can increase the freedom of a player so that they can play any where, anytime! Also it would make it more accessible to people that are traveling and want something fun to play!
IDK how to do mobile. Which coders in JAVA can make mobile code?
I can I just forgot its actually pretty simple….
EmpowerAnimations
Scratcher
72 posts

Java

Nopuuz wrote:

TheCreativityProject wrote:

Cloud-Multiplayer wrote:

Keep in mind guys that this should be mobile supported because: Mobile support can increase the freedom of a player so that they can play any where, anytime! Also it would make it more accessible to people that are traveling and want something fun to play!
IDK how to do mobile. Which coders in JAVA can make mobile code?
I can I just forgot its actually pretty simple….
I know how to, too.
TheCreativityProject
Scratcher
67 posts

Java

allbookmonkey wrote:

Cloud-Multiplayer wrote:

Keep in mind guys that this should be mobile supported because: Mobile support can increase the freedom of a player so that they can play any where, anytime! Also it would make it more accessible to people that are traveling and want something fun to play!

That is right. Ideally, a good game should:

1. Be accessible. That might include being mobile-friendly, having a high-contrast mode, subtitles, a screen narrator, modes of difficulty, etc.
2. Be interesting. That might be something kids are interested in or have heard of before - something that may appeal to all ages and multiple interests. Or, it should be something with action and adventure that our target audience will appreciate.

Just keep that in mind while voting.
However we must keep in mind that making it mobile friendly will require a large amount of buttons, which may cover up parts of the screen. Also, mobile devices may lag.
Cloud-Multiplayer
Scratcher
100 posts

Java

TheCreativityProject wrote:

allbookmonkey wrote:

Cloud-Multiplayer wrote:

Keep in mind guys that this should be mobile supported because: Mobile support can increase the freedom of a player so that they can play any where, anytime! Also it would make it more accessible to people that are traveling and want something fun to play!

That is right. Ideally, a good game should:

1. Be accessible. That might include being mobile-friendly, having a high-contrast mode, subtitles, a screen narrator, modes of difficulty, etc.
2. Be interesting. That might be something kids are interested in or have heard of before - something that may appeal to all ages and multiple interests. Or, it should be something with action and adventure that our target audience will appreciate.

Just keep that in mind while voting.
However we must keep in mind that making it mobile friendly will require a large amount of buttons, which may cover up parts of the screen. Also, mobile devices may lag.
Some ways we can stop this from happening is making the player just point and move toward your finger, and also lag is really going to be a problem I am still trying to research ways to kill lag.
scratch-master10
Scratcher
61 posts

Java

Announcement! My school blocked scratch so I won't be on much.
EmpowerAnimations
Scratcher
72 posts

Java

scratch-master10 wrote:

Announcement! My school blocked scratch so I won't be on much.
Ok.

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