Discuss Scratch

Scratchedbyyou_forum
Scratcher
100+ posts

Animated text

bUMP
Scratchedbyyou_forum
Scratcher
100+ posts

Animated text

Scratchedbyyou_forum wrote:

bUMP
cAPSLOCK bUMP!!!
VerySmartDummy
Scratcher
100+ posts

Animated text

support, it was cool when it was in scratch lab and it's a shame it wasn't added
Scratchedbyyou_forum
Scratcher
100+ posts

Animated text

Bump
(With another extension from scratch lab being added brings this back to relevancy)

Last edited by Scratchedbyyou_forum (Oct. 6, 2025 19:55:16)

Mineguy1981
Scratcher
10 posts

Animated text

Mr. Resetti wrote:

Why Did You Reset Your Game Dats It Im Exploding You GayCube
Why mr resetti why u so upsetti

Last edited by Mineguy1981 (Oct. 4, 2025 20:11:59)

YtArie5
Scratcher
1000+ posts

Animated text

Considering the face extension got added, I'm sure this one may be added soon.

I'm still salty the other one got added first because this one is objectively more useful
mingo-gag
Scratcher
1000+ posts

Animated text

YtArie5 wrote:

Considering the face extension got added, I'm sure this one may be added soon.

I'm still salty the other one got added first because this one is objectively more useful
There's a Chance it could be that or Video sprites.
medians
Scratcher
1000+ posts

Animated text

Some other ideas I came up with (I had the idea of multiple texts in case you wanted to show the sprite while showing text, or if you wanted to show text without using multiple sprites).. I have no idea if it's too complex though

These were some ideas I had:
create new text named [text1]::extension

delete text named [text1]::extension

show text named [text1]::extension //does nothing if the text doesn't exist

hide text named [text1]::extension

move text named [text1] to x: (0) y: (0)::extension

set color of text named [text1] to [#0000ff]::extension

set font of text named [text1] to (Pixel v)::extension

set text of text named [text1] to [Hello world!]::extension

((text v) of text named [text1]::extension) //reports nothing if the text doesn't exist

((font v) of text named [text1]::extension) //reports nothing if the text doesn't exist

((x position v) of text named [text1]::extension) //reports 0 if the text doesn't exist

((y position v) of text named [text1]::extension) //reports 0 if the text doesn't exist

<text named [text1] hidden?::extension>
Pi_master31
Scratcher
100+ posts

Animated text

Bump, (please add this scratch team)
PaperMarioFan2024
Scratcher
500+ posts

Animated text

Bump
pippy2011eight
Scratcher
500+ posts

Animated text

support, we need this in scrunch
Scratchedbyyou_forum
Scratcher
100+ posts

Animated text

bump
pippy2011eight
Scratcher
500+ posts

Animated text

bump
mingo-gag
Scratcher
1000+ posts

Animated text

I would recommend a block called “Hide Sprite” for the Animated Text extension. I don't know if someone else said this in the suggestion topic
dizzyboy42
Scratcher
500+ posts

Animated text

they are still working on it as far as I know
medians
Scratcher
1000+ posts

Animated text

Bringing this topic up.
koalapet1
Scratcher
66 posts

Animated text

its confirm ya all
Parkour_Champion
Scratcher
73 posts

Animated text

medians wrote:

These were some ideas I had:
((x position v) of text named [text1]::extension) //reports 0 if the text doesn't exist

((y position v) of text named [text1]::extension) //reports 0 if the text doesn't exist

The x position and y position shouldn't report zero because that's saying the text is at X: 0 and Y: 0 which could mess up some games like:
when green flag clicked
if <((y position v) of text named [text1]::extension) = (0)> then
say [stuff] for (a number) secs
end
Maybe the output of the x pos and y pos if it doesn't exist should be N/A
mingo-gag
Scratcher
1000+ posts

Animated text

koalapet1 wrote:

its confirm ya all
Source?
medians
Scratcher
1000+ posts

Animated text

Parkour_Champion wrote:

medians wrote:

These were some ideas I had:
((x position v) of text named [text1]::extension) //reports 0 if the text doesn't exist

((y position v) of text named [text1]::extension) //reports 0 if the text doesn't exist

The x position and y position shouldn't report zero because that's saying the text is at X: 0 and Y: 0 which could mess up some games like:
when green flag clicked
if <((y position v) of text named [text1]::extension) = (0)> then
say [stuff] for (a number) secs
end
Maybe the output of the x pos and y pos if it doesn't exist should be N/A
I was thinking you could just detect if the font was empty in that case though lol

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