Discuss Scratch

TheLonelySurvivor
New Scratcher
8 posts

***LongFun Games! (New Forum)***

kanomaster wrote:

Yep ur good. This weeks been quite busy for most people (me included). I'll have a tab open on the google docs for you to comment. (Named TheLonelySurvivor Art Submissions)
Alright, I put some examples of my work on the doc. I don't have the slightest idea whether it formated correctly or not, but hopefully you'll be able to check it out.
-JustACoder
Scratcher
63 posts

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kanomaster wrote:

(#14)

-JustACoder wrote:

Username: -JustACoder
Skills: Coding, some art and branding type stuff.
Activity Level: 6-10
Are you following this topic: yes
Could you provide some projects that you've made or been apart of?
Sure! https://scratch.mit.edu/projects/1150897288/ is a scrolling thing i was working on, but i abondoned it lol, https://scratch.mit.edu/projects/1160805177/ this is a quick shuffling thing, that keeps the original amount of cards. I'd be happy to code smth on request if you need more.
depresso-boiyo
Scratcher
1000+ posts

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kinosaurs515 wrote:

Hello everyone. I nearly forgot about this lol
kinosaur?!
kanomaster
Scratcher
100+ posts

***LongFun Games! (New Forum)***

TheLonelySurvivor wrote:

kanomaster wrote:

Yep ur good. This weeks been quite busy for most people (me included). I'll have a tab open on the google docs for you to comment. (Named TheLonelySurvivor Art Submissions)
Alright, I put some examples of my work on the doc. I don't have the slightest idea whether it formated correctly or not, but hopefully you'll be able to check it out.
It's great! I have approved your application, welcome to LongFun Games! The most pressing art issue I have right now, is determining the ui for the inventory and objects to go into the inventory. See my current inventory project, and see the tab with the list of objects within the google docs (its toward the bottom) Thanks!

-JustACoder wrote:

kanomaster wrote:

(#14)

-JustACoder wrote:

Username: -JustACoder
Skills: Coding, some art and branding type stuff.
Activity Level: 6-10
Are you following this topic: yes
Could you provide some projects that you've made or been apart of?
Sure! https://scratch.mit.edu/projects/1150897288/ is a scrolling thing i was working on, but i abondoned it lol, https://scratch.mit.edu/projects/1160805177/ this is a quick shuffling thing, that keeps the original amount of cards. I'd be happy to code smth on request if you need more.
I have also approved your application, welcome to LongFun Games! I'm currently coding the inventory system and I'll ask for refinement and help as I need. Besides that the main issue we have is making a collision work based on line segments within space. This is the collision we are trying to implement. Raisin is currently working on the collision.
-JustACoder
Scratcher
63 posts

***LongFun Games! (New Forum)***

kanomaster wrote:

I have also approved your application, welcome to LongFun Games! I'm currently coding the inventory system and I'll ask for refinement and help as I need. Besides that the main issue we have is making a collision work based on line segments within space. This is the collision we are trying to implement. Raisin is currently working on the collision.
Alr! I'll take a whack at the inventory system
kanomaster
Scratcher
100+ posts

***LongFun Games! (New Forum)***

-JustACoder wrote:

kanomaster wrote:

I have also approved your application, welcome to LongFun Games! I'm currently coding the inventory system and I'll ask for refinement and help as I need. Besides that the main issue we have is making a collision work based on line segments within space. This is the collision we are trying to implement. Raisin is currently working on the collision.
Alr! I'll take a whack at the inventory system
Wait no, take a whack at the collision system
If you want to make your own version of the inventory system, make sure to check the google docs for what mechanics I'd like for it.

Last edited by kanomaster (Dec. 1, 2025 15:08:18)

ItBeJC
Scratcher
1000+ posts

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kinosaurs515 wrote:

Hello everyone. I nearly forgot about this lol
Hello again!
Also I made inventory system but it too complicated for the project ;-;

I'm also working on the farm mechanic
TheLonelySurvivor
New Scratcher
8 posts

***LongFun Games! (New Forum)***

kanomaster wrote:

It's great! I have approved your application, welcome to LongFun Games! The most pressing art issue I have right now, is determining the ui for the inventory and objects to go into the inventory. See my current inventory project, and see the tab with the list of objects within the google docs (its toward the bottom) Thanks!
So, what type of UI fits best for the game is largely influenced by the threat level of the gameplay.

If we're aiming for fast paced gameplay where you constantly have to stay on your toes to survive, having the game be paused in the inventory would be undesirable as it (at least in my opinion) breaks up the pace. And therefore, a good option would be trying to fit (almost) all of the inventory on the main screen so that it's not in a separate menu. See Don't Starve, for example. The inventory is fit nicely at the bottom of the screen, and you can access all your items at once. That works great because the gameplay is uncompromising and you need to use all your resources if you want to survive, so being able to do that without opening extra menus is amazing for that.
P.S. Midway through writing the next paragraph I realized I forgot the crafting system of DS. It's the same as the inventory - on screen at all times and easily manoeuvrable.

On the other hand, we've got Terraria. The action is still relatively fast paced (especially during boss fights), but there's no threat of having to manage your stats, so the only items you need to have easy access to are your tools, weapons and things like platforms or ropes. Armor in Terraria doesn't break down, unlike in some other games, so you don't need to stockpile a bunch in your inventory as backups that you need easy access to either. The crafting system is also in the inventory menu and quite… clogged up if you ask me, but it's not a huge problem since having to quickly search for a specific item won't be a life-death scenario most of the time.

You could always do a mix of both of these, and I'd be willing to do some quick mock ups of that.

Maybe this is a lot of words for a simple topic, but I think like it's worth bringing up, especially since you said you're working on determining the inventory UI.

Edit.: I just read the doc again and noticed some items take up more inventory space than others. The way it's currently written is (1) x (2) inventory slots taken up, but wouldn't it be theoretically better to switch it to plain numbers and make it so that when you put something that takes up more than 1 inventory space into the inventory, it just “crosses out” n - 1 inventory slots? It'd be more flexible, since the way it currently is you couldn't really add a 3x1 slots item without having to deal with forcing the player to spend time rearranging their inventory in a weird way in edge cases.

Last edited by TheLonelySurvivor (Dec. 1, 2025 19:18:05)

kanomaster
Scratcher
100+ posts

***LongFun Games! (New Forum)***

TheLonelySurvivor wrote:

kanomaster wrote:

I think that the game is going to be a mix of fast-paced and slow-paced gameplay. You shouldn't be too stressed early and middle game about crafting and inventory, etc. Later game at a dungeon or some other location where the character fights for better loot would be an example of a faster-paced gameplay, or maybe when hunting.
An example of an inventory idea I was looking at was DayZ. You'll see some items take up more “inventory spaces” then other items do. So when you have an item listed as “2x1” that item would be two inventory spaces wide, and 1 inventory space long. Additionally there will be a automatic feature that when you pick up an item it finds the closest slot in the main inventory to go to. From there the player can move items around. I'm trying to make the inventory more limited then games like Minecraft where you can hold stacks of golden blocks without breaking a sweat xD. This should increase the difficulty and add another aspect of difficulty for the game.
TheLonelySurvivor
New Scratcher
8 posts

***LongFun Games! (New Forum)***

kanomaster wrote:

I think that the game is going to be a mix of fast-paced and slow-paced gameplay. You shouldn't be too stressed early and middle game about crafting and inventory, etc. Later game at a dungeon or some other location where the character fights for better loot would be an example of a faster-paced gameplay, or maybe when hunting.
An example of an inventory idea I was looking at was DayZ. You'll see some items take up more “inventory spaces” then other items do. So when you have an item listed as “2x1” that item would be two inventory spaces wide, and 1 inventory space long. Additionally there will be a automatic feature that when you pick up an item it finds the closest slot in the main inventory to go to. From there the player can move items around. I'm trying to make the inventory more limited then games like Minecraft where you can hold stacks of golden blocks without breaking a sweat xD. This should increase the difficulty and add another aspect of difficulty for the game.
See, I get what you mean. The thing is, there's a lot of flexibility limitations on what item *sizes* you can implement that come with limiting the item to a specific shape like one length and two width. I have a couple of examples I could draw in a moment to demonstrate that, alongside with a possible solution that'd also fit nicely with an idea i got for an inventory mechanic that'd make for limited visual clutter and higher manoeuvrability during gameplay.
kanomaster
Scratcher
100+ posts

***LongFun Games! (New Forum)***

TheLonelySurvivor wrote:

kanomaster wrote:

I think that the game is going to be a mix of fast-paced and slow-paced gameplay. You shouldn't be too stressed early and middle game about crafting and inventory, etc. Later game at a dungeon or some other location where the character fights for better loot would be an example of a faster-paced gameplay, or maybe when hunting.
An example of an inventory idea I was looking at was DayZ. You'll see some items take up more “inventory spaces” then other items do. So when you have an item listed as “2x1” that item would be two inventory spaces wide, and 1 inventory space long. Additionally there will be a automatic feature that when you pick up an item it finds the closest slot in the main inventory to go to. From there the player can move items around. I'm trying to make the inventory more limited then games like Minecraft where you can hold stacks of golden blocks without breaking a sweat xD. This should increase the difficulty and add another aspect of difficulty for the game.
See, I get what you mean. The thing is, there's a lot of flexibility limitations on what item *sizes* you can implement that come with limiting the item to a specific shape like one length and two width. I have a couple of examples I could draw in a moment to demonstrate that, alongside with a possible solution that'd also fit nicely with an idea i got for an inventory mechanic that'd make for limited visual clutter and higher manoeuvrability during gameplay.
Tell me when you've got the examples ready!
StudioPangoFan_2000
Scratcher
500+ posts

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Username: StudioPangoFan_2000
Skills: IDK, maybe Beginner to Intermediate, I made a game, and I will link it here: https://scratch.mit.edu/projects/1112482696 (note that I used resources from a make your own platformer project)
Activity Level: https://scratch.mit.edu/projects/1052883421
Are you following this topic: (ofc you are!) Yes, you are right.
kanomaster
Scratcher
100+ posts

***LongFun Games! (New Forum)***

StudioPangoFan_2000 wrote:

Username: StudioPangoFan_2000
Skills: IDK, maybe Beginner to Intermediate, I made a game, and I will link it here: https://scratch.mit.edu/projects/1112482696 (note that I used resources from a make your own platformer project)
Activity Level: https://scratch.mit.edu/projects/1052883421
Are you following this topic: (ofc you are!) Yes, you are right.
Thanks for taking interest into our studio. I'm denying your application. The majority of your projects are all remixes of others, and I'm sure there are projects you've made on your own, but the members of this studio are very talented and dedicated to making original projects. I believe you'll find a studio to make games with but, as of now, that studio is not here.
TheLonelySurvivor
New Scratcher
8 posts

***LongFun Games! (New Forum)***

https://scratch.mit.edu/projects/1250201980/

Here's a quick example of a problem I think there'd be if we continue with the x length by y width item size instead of just making some items take up more inventory slots than others. If I'm going through example correctly in my head, these kinds of edge scenarios would appear with any item which's in inventory size doesn't multiply up to an exponent of 2.

While these added limitations can be a fun mechanic, I feel like it only really works when that - having to arrange your inventory with weird item shapes - is the main mechanic the game is built around, kinda like Backpack Hero. Otherwise, it's just an added annoyance.
kanomaster
Scratcher
100+ posts

***LongFun Games! (New Forum)***

Sorry for the lack of work done on the project recently. I've been super busy this week with multiple projects, tests and concerts. Now where were we….
The Lonely Survivor, did you ever finish your inventory example? Same with Just a Coder?

Last edited by kanomaster (Dec. 12, 2025 16:35:25)

TheLonelySurvivor
New Scratcher
8 posts

***LongFun Games! (New Forum)***

kanomaster wrote:

Sorry for the lack of work done on the project recently. I've been super busy this week with multiple projects, tests and concerts. Now where were we….
The Lonely Survivor, did you ever finish your inventory example? Same with Just a Coder?
I'm sorry for the radio silence on my end, but my aunt died last week and it kinda threw me off-rhythm. I'll get over to finishing it tomorrow, it's already 11pm over here.

P.S. I'd prefer being called by an abbreviation of my username, for example Lon, if that's okay.
ItBeJC
Scratcher
1000+ posts

***LongFun Games! (New Forum)***

TheLonelySurvivor wrote:

kanomaster wrote:

Sorry for the lack of work done on the project recently. I've been super busy this week with multiple projects, tests and concerts. Now where were we….
The Lonely Survivor, did you ever finish your inventory example? Same with Just a Coder?
I'm sorry for the radio silence on my end, but my aunt died last week and it kinda threw me off-rhythm. I'll get over to finishing it tomorrow, it's already 11pm over here.

P.S. I'd prefer being called by an abbreviation of my username, for example Lon, if that's okay.
I'm sorry for your loss.
Take all the time you need
Can I call you Lone
-JustACoder
Scratcher
63 posts

***LongFun Games! (New Forum)***

kanomaster wrote:

Sorry for the lack of work done on the project recently. I've been super busy this week with multiple projects, tests and concerts. Now where were we….
The Lonely Survivor, did you ever finish your inventory example? Same with Just a Coder?
Sorry for being unclear, I was gonna make the inventory smoother and more convenient and stuff like that. I can work on something else.

pls don't make me work on collisions, it's sooooo hard
kanomaster
Scratcher
100+ posts

***LongFun Games! (New Forum)***

TheLonelySurvivor wrote:

kanomaster wrote:

Sorry for the lack of work done on the project recently. I've been super busy this week with multiple projects, tests and concerts. Now where were we….
The Lonely Survivor, did you ever finish your inventory example? Same with Just a Coder?
I'm sorry for the radio silence on my end, but my aunt died last week and it kinda threw me off-rhythm. I'll get over to finishing it tomorrow, it's already 11pm over here.

P.S. I'd prefer being called by an abbreviation of my username, for example Lon, if that's okay.
Hey don't worry about it, if you need another week, take as much time as you need. God bless her soul.

-JustACoder wrote:

kanomaster wrote:

Sorry for the lack of work done on the project recently. I've been super busy this week with multiple projects, tests and concerts. Now where were we….
The Lonely Survivor, did you ever finish your inventory example? Same with Just a Coder?
Sorry for being unclear, I was gonna make the inventory smoother and more convenient and stuff like that. I can work on something else.

pls don't make me work on collisions, it's sooooo hard
I think that we might want each square on the map to generate a terrain block or smth. Maybe start working on a terrain generator? Feel free to brainstorm ideas of things that need to get done. I still have work for AP Gov. (yay)
-JustACoder
Scratcher
63 posts

***LongFun Games! (New Forum)***

kanomaster wrote:

I think that we might want each square on the map to generate a terrain block or smth. Maybe start working on a terrain generator? Feel free to brainstorm ideas of things that need to get done. I still have work for AP Gov. (yay)
Do you think a textured tri filler is going overboard? Collisions will be a lot easier to create with triangles that are already in a list.

Last edited by -JustACoder (Dec. 14, 2025 11:46:28)

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