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- RyanIsOriginal
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Scratcher
9 posts
Scratch Party 2 Development Forum
Hi guys! It's me, RyanChristianOtusi, and this is where my team and I will be posting ideas! If you want to see the original post or topic, click here: https://scratch.mit.edu/discuss/post/5295691/
Or you could suggest future ideas!
Or you could suggest future ideas!
- RyanIsOriginal
-
Scratcher
9 posts
Scratch Party 2 Development Forum
Suggest Ideas Here!
If you want to suggest ideas, or if you want to report a bug, please reply with this mini-survey here!
Mini-Survey:
I am (suggesting an idea/reporting a bug).
If you picked “suggesting an idea”:
The idea I have that you should add is: ____________.
Reason why it should be added: ______
How will it help the project: ______
If you picked “reporting a bug”:
What is the bug? ____________
When did you first encounter it? (Name a specific part of the game when it happened) ______
How did it happen? ____________
Did it happen more than once? (Y/N)
If you want to suggest ideas, or if you want to report a bug, please reply with this mini-survey here!
Mini-Survey:
I am (suggesting an idea/reporting a bug).
If you picked “suggesting an idea”:
The idea I have that you should add is: ____________.
Reason why it should be added: ______
How will it help the project: ______
If you picked “reporting a bug”:
What is the bug? ____________
When did you first encounter it? (Name a specific part of the game when it happened) ______
How did it happen? ____________
Did it happen more than once? (Y/N)
Last edited by RyanIsOriginal (June 26, 2021 23:17:57)
- RyanIsOriginal
-
Scratcher
9 posts
Scratch Party 2 Development Forum
Reserved Post
Last edited by RyanIsOriginal (June 25, 2021 23:34:54)
- RyanIsOriginal
-
Scratcher
9 posts
Scratch Party 2 Development Forum
The thing I'm thinking of making is a simplified minigame system first before the board game system for Scratch Party 2. This is what came to mind:
- We start off with a list for each minigame.
(list lol :: list)
- Name it something I guess…
([list name here] :: list)
If you're making sprites used specifically for minigame data and values, I suggest using lists with “sprite only” turned on.([sprite only v] turned on for [*list name here v])
Note:
Here is some scrapped code for whenever Minigame
This is just an observation I made looking into the source code for Scratch Party, thought it would be useful to mention. The sprite-only lists always had an asterisk before the first letter of the list. You can also make alterable temporary lists for minigames, to prevent going through tons of lists for a ton of minigames.(Minigame #)
is being played:Note:
“Scene” is the variable that controls the loading of certain objects i.e. the variable that controls what scene loads in first on the stage. Please use that as context whenever the “Scene” variable is used in this example below.when I receive [Refresh Scene v]
However, as you can see, there is a far superior block capable of broadcasting the Minigame Timer script properly with the ability the change the specific amount of seconds the timer will go for, which the “when I receive ‘message’” block for Minigame Timer message has a built-in response to. Here is what the Minigame Timer scripts looks like:
switch backdrop to (join [background] ((1) + (Scene)))
...
if <(Scene) > [12]> then
stop [other scripts in sprite v]
switch backdrop to (join [background] ((14) + (Minigame #)))
broadcast [BGM volume v]
broadcast [3-2-1-go v]
broadcast [Minigame Timer v]
wait until <(Playing) = [1]>
define Start Minigame Timer with (time in secs) secs left
set [Time Left v] to ((time in secs) + (1))
broadcast [Minigame Timer v]
endNote:
The “timestamp” variable is used as a way to subtract the last “days since 2000” from the user's current “days since 2000” (locally). This way, it can be used as a subtraction from the current timer in a way if you were counting down from a countdown. Here is the script below the “Start Minigame Timer with () secs left and wait” script I used from one of the non-timer scripts on the Scratch Wiki, and of which I modified.//Stage's script here
define Start Minigame Timer with (time in secs) secs left
set [Time Left v] to ((time in secs) + (1))
broadcast [Minigame Timer v]
end
//Timer sprite's scripts below here
when I receive [Minigame Timer v]
set [timestamp v] to (days since 2000)
stop [other scripts in sprite v]
set [Timer v] to ((Time Left) - ((86400) * ((days since 2000) - (timestamp))
repeat until <[Timer v] < (0)>
set [Timer v] to ((Time Left) - ((86400) * ((days since 2000) - (timestamp))
end
set [Timer v] to [0]
when green flag clicked
set [Timer v] to [0]
set [Time Left v] to [0]
The finished product:when I receive [Refresh Scene v]
Ok, that's enough blocks and typing for now. Going to rest my fingers real quick before I post again. This typing going to give me some early-stage carpal tunnel.
switch backdrop to (join [background] ((1) + (Scene)))
...
if <(Scene) > [12]> then
stop [other scripts in sprite v]
switch backdrop to (join [background] ((13) + (Minigame #)))
broadcast [BGM volume v]
broadcast [3-2-1-go v]
Start Minigame Timer with ([60]) secs left
wait until <(Playing) = [1]>
Ok bye!
Last edited by RyanIsOriginal (June 27, 2021 18:21:51)
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