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- Cloud-Multiplayer
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100 posts
Java
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.Like with save codes? or with cloud?How about the person basically 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! 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.![]()
- TheCreativityProject
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67 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.
I think we should also have a story theme, a theme for each miniboss.
- TheCreativityProject
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67 posts
Java
You make a valid point. However, now that you have put forth a point for randomness, I semi-support it now.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 ofI 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.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 You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type.
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- Cloud-Multiplayer
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100 posts
Java
You make a valid point. However, now that you have put forth a point for randomness, I semi-support it now.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 ofI 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.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 You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type.
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- TheCreativityProject
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67 posts
Java
I kinda understand what you mean here, and you have a vaild point.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'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…Okay…. I would have to see it first since I kinda don't really know what your talking about in a way…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.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 You do not even need large lists maniulation, because you can use mathematical equations to make each tile a different type.
- EmpowerAnimations
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72 posts
Java
Like with save codes? or with cloud?How about the person basically 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! 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.![]()
That's a good idea!
- allbookmonkey
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500+ posts
Java
My pronouns are she/her
Mine are he/him
Got it, thanks


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
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24 posts
Java
I'm the host but I personally like the Farming or the Dimensions. I just want someone to differ!
- -RazorCode-
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10 posts
Java
I think that’s a great idea!This is kinda what the Hero of the Light is. 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.
- TheCreativityProject
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67 posts
Java
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 musicThis 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!![]()

- EmpowerAnimations
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72 posts
Java
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 musicThis 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!![]()
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
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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
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67 posts
Java
IDK how to do mobile. Which coders in JAVA can make mobile code? 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!
- allbookmonkey
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500+ 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!
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
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7 posts
Java
I can I just forgot its actually pretty simple….IDK how to do mobile. Which coders in JAVA can make mobile code? 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!
- EmpowerAnimations
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72 posts
Java
I know how to, too.I can I just forgot its actually pretty simple….IDK how to do mobile. Which coders in JAVA can make mobile code? 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
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67 posts
Java
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.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.
- Cloud-Multiplayer
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100 posts
Java
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 problemHowever 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.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.

- scratch-master10
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61 posts
Java
Announcement! My school blocked scratch so I won't be on much.
- EmpowerAnimations
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72 posts
Java
Ok. Announcement! My school blocked scratch so I won't be on much.
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