Discuss Scratch
- liam48D
-
Scratcher
1000+ posts
Explore Mod Help Center
Explore Mod Help Center
What is Explore?Explore is a Scratch 1.4 Mod. As of version 3.5, It has over 200 new blocks, 6 new categories, and a bunch of cool new features! It allows cloud projects to be easily made, as well as local multiplayer, creating files and saveable games, custom dialogs, telling the weather, and much much more!
Who made Explore?Powerpoint56 wrote most of the code, but many people helped out with different features and helpful things.
Installation Guide:
WINDOWS:Step 1: Download it! You can get the files here. It isn't a large file (just 3 megabytes) so don't worry about it taking much space on your computer. Also, it comes as a .zip, so you will have to uncompress it. Shouldn't be hard though, as most likely your computer comes with a un-zipper.
Step 2: Open Explore. You can do this by dragging the explore program - a .image, with a scratch cat icon - onto the .exe-cutable. This should activate it!MAC(INTOSH)S:Step 1: Install Scratch. This is a little tougher. If you haven't already done so, you have to get Scratch 1.4. This is because Scratch and Explore don't run on something that comes with your computer, they need to be activated with a special language called Squeak (which is built in Smalltalk). Scratch 1.4, unfortunately, does take up a little space on your computer. It's about 100 megabytes large (or well, that's how much space the installer uses).
Step 2: Download Explore. Again, get the files here.
Step 3: Drag the un-packed .image onto the Scratch 1.4 app. This should activate it.
Block Guide: (Not complete!)
Motion: :: cstart grey
point to x: () y: () :: motion // Act as if there was a sprite at said position, and point towards it.
if touching [sprite v] bounce :: motion // Bounce off of a sprite, if it's touching that sprite.
set rotation style to [normal v] :: motion // Same as Scratch 2.0.
set rotation center to x: () y: () :: motion // When this sprite rotates, rotate it as if it's center was at position.
toggle draggable :: motion // Toggle whether or not you can drag the sprite (in presentation/fullscreen mode).
snap to grid x: () y: () :: motion // Not entirely sure what this does..
(draggable :: motion boolean) :: grey // Boolean reporter, returns whether or not a sprite can be moved in the fullscreen player.
(rotation style :: motion reporter) :: grey // Returns how the sprite rotates (normal, leftRight, or none).
::cend
Control :: cstart grey
while <boolean :: grey> :: cstart control // WHILE boolean is TRUE, run stuff.
...
:: cend
launch :: cstart control // Start a script as if in a single-sprite broadcast, allowing it to do two things at once in one script.
:: cend
stop all and press green flag :: end control // Stop everything and press the green flag, quite simple, good for games.
stop scripts of [sprite v] :: control // Stop everything that said sprite is doing. Basically kill that sprite.
stop broadcast [ v] :: control // Stop the broadcast from doing anything.
ignore result of [] :: control // Not sure..
<is [ v] being received? :: boolean control> :: grey // Report true if the broadcast is currently telling sprites to do something, otherwise false.
forever if <> :: cstart control :: control // We probably know what this does; it just says, do the following forever: if boolean is true: do the following.
:: cend
Last edited by liam48D (Aug. 15, 2014 15:24:57)
- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
Cool, nice guide so far! 
snap to grid x() y() is a tricky one to explain… Imagine if the stage was split in a 5 by 5 grid, for instance (snap to grid x(5) y(5)):
__|__|__|__
__|__|__|__
| | |
The block would send the sprite to one of the line intersections in this grid. It's a simple concept, but impossible to explain.
ignore result of {} doesn't do anything - It's just if you want to write a note in it, or do something like this…f

snap to grid x() y() is a tricky one to explain… Imagine if the stage was split in a 5 by 5 grid, for instance (snap to grid x(5) y(5)):
__|__|__|__
__|__|__|__
| | |
The block would send the sprite to one of the line intersections in this grid. It's a simple concept, but impossible to explain.

ignore result of {} doesn't do anything - It's just if you want to write a note in it, or do something like this…f
ignore result of (clone me::control)::control…which would clone the sprite without reporting anything.
- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
Oh, and also, we should probably only have 2 topics for Explore - We could make this a general help center (like people can ask for help here, too)… What do you think?
- liam48D
-
Scratcher
1000+ posts
Explore Mod Help Center
Cool, nice guide so far!Ah, okay. Good to know.
snap to grid x() y() is a tricky one to explain… Imagine if the stage was split in a 5 by 5 grid, for instance (snap to grid x(5) y(5)):
__|__|__|__
__|__|__|__
| | |
The block would send the sprite to one of the line intersections in this grid. It's a simple concept, but impossible to explain.
ignore result of {} doesn't do anything - It's just if you want to write a note in it, or do something like this…fignore result of (clone me::control)::control…which would clone the sprite without reporting anything.

Oh, and also, we should probably only have 2 topics for Explore - We could make this a general help center (like people can ask for help here, too)… What do you think?Okay!
I think I can edit the title for this, “Explore Mod Help Center” 
- liam48D
-
Scratcher
1000+ posts
Explore Mod Help Center
So ignore result of is basically supposed to be used like this:
ignore result of <confirm [ok?] :: grey>:: control // This block does xxx, and when it's used like yyy, it does zzz.
- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
So ignore result of is basically supposed to be used like this:Yeah.ignore result of <confirm [ok?] :: grey>:: control // This block does xxx, and when it's used like yyy, it does zzz.
The mission of the Explore Mod Help Center thus commences.

- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
Imagine how great a linux support would be.There technically is Linux support. Download Scratch 1.4 for Linux, and download the latest Explore image. Then just open your Scratch folder, and replace the file “Scratch.image” with “Explore.image”. Enjoy!
When Explore 3.5 (official release) is out, I'll try to include simpler Mac and Linux support.

- liam48D
-
Scratcher
1000+ posts
Explore Mod Help Center
Gonna update this with some of the new blocks, now (if I can figure out all of them
).
).- jueschnei
-
Scratcher
100+ posts
Explore Mod Help Center
You've written a very nice introduction to Explore! Explore 3.4 (Installer) is the latest version recommended for normal usage, because of a certain change, projects created with Explore 3.5 Alpha won't be compatible with later Versions of Explore.
- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
You've written a very nice introduction to Explore! Explore 3.4 (Installer) is the latest version recommended for normal usage, because of a certain change, projects created with Explore 3.5 Alpha won't be compatible with later Versions of Explore.Really, they won't be?
- liam48D
-
Scratcher
1000+ posts
Explore Mod Help Center
D:You've written a very nice introduction to Explore! Explore 3.4 (Installer) is the latest version recommended for normal usage, because of a certain change, projects created with Explore 3.5 Alpha won't be compatible with later Versions of Explore.Really, they won't be?
I have some cool projects I'd like to port to Explore 3.6/Explore 4…

- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
This doesn't make any sense… There's nothing about projects made in 3.5 that makes them incompatible with later versions!!! jueschnei, please clarify.D:You've written a very nice introduction to Explore! Explore 3.4 (Installer) is the latest version recommended for normal usage, because of a certain change, projects created with Explore 3.5 Alpha won't be compatible with later Versions of Explore.Really, they won't be?
I have some cool projects I'd like to port to Explore 3.6/Explore 4…
- jueschnei
-
Scratcher
100+ posts
Explore Mod Help Center
This doesn't make any sense… There's nothing about projects made in 3.5 that makes them incompatible with later versions!!! jueschnei, please clarify.I am planning a certain new feature wich would make projects incompatible. More details will come soon, okay?
- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
You mean a new feature for Explore itself? Because I can probably make newer versions compatible with it…This doesn't make any sense… There's nothing about projects made in 3.5 that makes them incompatible with later versions!!! jueschnei, please clarify.I am planning a certain new feature wich would make projects incompatible. More details will come soon, okay?
- liam48D
-
Scratcher
1000+ posts
Explore Mod Help Center
ohh, super secret surprise..You mean a new feature for Explore itself? Because I can probably make newer versions compatible with it…This doesn't make any sense… There's nothing about projects made in 3.5 that makes them incompatible with later versions!!! jueschnei, please clarify.I am planning a certain new feature wich would make projects incompatible. More details will come soon, okay?
xP
Just a question though, how do I add items to a collection within a list?
when I receive [save region v]
set stepping speed to (0 v) :: motion
switch to costume [pixel v]
add (collection ❯ :: lists) to [REGIONS v] :: lists
add [1] to (item (1 v) of [REGIONS v]) // x position in the world
add [1] to (item (1 v) of [REGIONS v]) // biome ID
- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
Just a question though, how do I add items to a collection within a list?Unfortunately, you can't add collections to lists. But you can add collections to collections!
set [collection v] to (collection (collection >::list) >::list)
set [collection v] to (add [hi] to (collection)::list)
Last edited by powerpoint56 (Sept. 14, 2014 14:49:41)
- MrSherlockHolmes
-
Scratcher
500+ posts
Explore Mod Help Center
Oh, and also, we should probably only have 2 topics for Explore - We could make this a general help center (like people can ask for help here, too)… What do you think?Thanks so much for making the scratch mod! I have downloaded it and I am so impressed! Especially by extras, please tell me when more will come out, it's so cool! (It must have taken forever)

S.H
- powerpoint56
-
Scratcher
1000+ posts
Explore Mod Help Center
Thanks!Oh, and also, we should probably only have 2 topics for Explore - We could make this a general help center (like people can ask for help here, too)… What do you think?Thanks so much for making the scratch mod! I have downloaded it and I am so impressed! Especially by extras, please tell me when more will come out, it's so cool! (It must have taken forever)
S.H
By “extras”, do you mean plugins?- gigapouch
-
Scratcher
1000+ posts
Explore Mod Help Center
Just a question though, how do I add items to a collection within a list?Unfortunately, you can't add collections to lists. But you can add collections to collections!set [collection v] to (collection (collection >::list) >::list)
set [collection v] to (add [hi] to (collection)::list)
Yes you can… Just use the
send (collection) to [list v]block!






