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- Flygon_Adoptions
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12 posts
Pause, Play, rewind, and forward button
Sometimes us Scratchers make animations. And sometimes we miss somethings. And to see it we have to start the whole thing over again. It would be easier to have a pause,play,rewind, and forward button so we could replay parts and pause.
Please consider this….
Please consider this….
- turkey3
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1000+ posts
Pause, Play, rewind, and forward button
No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
Last edited by turkey3 (July 23, 2014 04:23:28)
- Blaze349
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1000+ posts
Pause, Play, rewind, and forward button
No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- Flygon_Adoptions
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12 posts
Pause, Play, rewind, and forward button
I mean for every project. No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- Blaze349
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1000+ posts
Pause, Play, rewind, and forward button
How would this work for games?I mean for every project. No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- Flygon_Adoptions
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12 posts
Pause, Play, rewind, and forward button
Well, the rewind will make the game slower and forward will make the game faster. And when you pause, your pausing the sound and if there are enemies in the game you would pause the enemies.How would this work for games?I mean for every project. No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- Sonickyle
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1000+ posts
Pause, Play, rewind, and forward button
I honestly don't see a point of this. Rewinding would be such a memory hog, and pausing/fast-forwarding would break many games.
No support.
No support.
- Flygon_Adoptions
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12 posts
Pause, Play, rewind, and forward button
I guess you have a point there… I honestly don't see a point of this. Rewinding would be such a memory hog, and pausing/fast-forwarding would break many games.
No support.
- Blaze349
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1000+ posts
Pause, Play, rewind, and forward button
But then how would they no if it was an animation or game?Well, the rewind will make the game slower and forward will make the game faster. And when you pause, your pausing the sound and if there are enemies in the game you would pause the enemies.How would this work for games?I mean for every project. No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- Flygon_Adoptions
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12 posts
Pause, Play, rewind, and forward button
Just like Turbo Mode makes the game go very fast and makes the animation more on time.But then how would they no if it was an animation or game?Well, the rewind will make the game slower and forward will make the game faster. And when you pause, your pausing the sound and if there are enemies in the game you would pause the enemies.How would this work for games?I mean for every project. No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- krymat
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100+ posts
Pause, Play, rewind, and forward button
No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- MushroomMan99
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100+ posts
Pause, Play, rewind, and forward button
Support for the pause button. Others not quite so sure
- Blaze349
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1000+ posts
Pause, Play, rewind, and forward button
Turbo just makes the project go faster. How about About Me projects. How about CCs?Just like Turbo Mode makes the game go very fast and makes the animation more on time.But then how would they no if it was an animation or game?Well, the rewind will make the game slower and forward will make the game faster. And when you pause, your pausing the sound and if there are enemies in the game you would pause the enemies.How would this work for games?I mean for every project. No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- TheHockeyist
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1000+ posts
Pause, Play, rewind, and forward button
No support. Rewind would be impossible to implement.
- stickfiregames
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1000+ posts
Pause, Play, rewind, and forward button
Support pause (though good games have their own pause anyway), not any of the others.
- Flygon_Adoptions
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12 posts
Pause, Play, rewind, and forward button
Guess you have a point…Turbo just makes the project go faster. How about About Me projects. How about CCs?Just like Turbo Mode makes the game go very fast and makes the animation more on time.But then how would they no if it was an animation or game?Well, the rewind will make the game slower and forward will make the game faster. And when you pause, your pausing the sound and if there are enemies in the game you would pause the enemies.How would this work for games?I mean for every project. No I do not see how this can be implemented especially since it is bent on one individual type of project. No, won't happen probably.
- DanloVorje
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100+ posts
Pause, Play, rewind, and forward button
The problem is that Scratch projects and other pieces of programming consist of sets of instructions rather than a stack of frames. A rewind feature can't work on a set of instructions that can't be read backwards, such as:
1. It can't unswitch from costume 1 if it doesn't know what costume the sprite had before then.
2. It can't unglide 1 seconds from x: 5 y: 134 unless the location that glide started from is stored somewhere.
3. It can't unpoint in direction 90 without knowing what direction the sprite was pointing in before then.
To run an animation backwards, you basically need to save every position, costume, and other information each sprite has at a given moment. I've made a project that sort of does that here:
http://scratch.mit.edu/projects/24981110/
The bottom line is that it's difficult to implement this in a way that works for one project, not to mention a bunch of different projects with different scripting styles. If you want viewers to be able to go back to specific parts of an animation, I'd recommend splitting the animation script into sequential chunks triggered by different broadcasts; you can then provide controls that allow viewers to return to different broadcast points, sort of like the “scene selection” feature on a DVD.
–Danlo
point in direction (90 v)This script can't be run backwards for a number of reasons:
glide (1) secs to x: (5) y: (134)
switch costume to [costume 1 v]
1. It can't unswitch from costume 1 if it doesn't know what costume the sprite had before then.
2. It can't unglide 1 seconds from x: 5 y: 134 unless the location that glide started from is stored somewhere.
3. It can't unpoint in direction 90 without knowing what direction the sprite was pointing in before then.
To run an animation backwards, you basically need to save every position, costume, and other information each sprite has at a given moment. I've made a project that sort of does that here:
http://scratch.mit.edu/projects/24981110/
The bottom line is that it's difficult to implement this in a way that works for one project, not to mention a bunch of different projects with different scripting styles. If you want viewers to be able to go back to specific parts of an animation, I'd recommend splitting the animation script into sequential chunks triggered by different broadcasts; you can then provide controls that allow viewers to return to different broadcast points, sort of like the “scene selection” feature on a DVD.
–Danlo
- robosnakejr
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1000+ posts
Pause, Play, rewind, and forward button
No support.
You can make your own for animations.
You can make your own for animations.
- Blueinkproductions
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1000+ posts
Pause, Play, rewind, and forward button
You can make this yourself, even for games. I do support the pause button, though.
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