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- boxerry
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Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
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Current Project: 3D Zelda
Last edited by boxerry (Sept. 5, 2026 17:28:41)
- -SilverRed1-
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Scratcher
20 posts
Nintendo Switch 2™ on Scratch | Games Development
I feel like making 3d games are hard enough and use A LOT of code ranging from 2000 blocks - 5000 blocks and it becomes a massive project, and or you cannot add more features because there is a block limit. What is your advise on this @boxerry 

- MalSalp
-
Scratcher
100+ posts
Nintendo Switch 2™ on Scratch | Games Development
I feel like making 3d games are hard enough and use A LOT of code ranging from 2000 blocks - 5000 blocks and it becomes a massive project, and or you cannot add more features because there is a block limit. What is your advise on this @boxerrywhat about we use a scratch coding language for 3D? Then we use a save code to load the code in and play the game
I don't have not that much knowledge in 3d Scratch btw
Last edited by MalSalp (Sept. 5, 2026 17:41:03)
- boxerry
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
I feel like making 3d games are hard enough and use A LOT of code ranging from 2000 blocks - 5000 blocks and it becomes a massive project, and or you cannot add more features because there is a block limit. What is your advise on this @boxerryThis is also a concern of mine.
@THEIMPORTANT, how large do you think a 3D Zelda would get? Keep in mind that Zelda games don’t play in levels but rather a huge world to house all events. Add on a large story, and it could crash the entire project by itself.
- h0po0
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Scratcher
100+ posts
Nintendo Switch 2™ on Scratch | Games Development
We could also make a 2D zelda, like the first one.
(i have never played zelda games)
(i have never played zelda games)
- THEIMPORTANT
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
Which Zelda game? A game with flat colours (triangles with the same colour on every pixel instead of realistic lighting) and no per-pixel work on turbowarp can handle like 30k triangles at max in absolutely the worst cases, so I think a highly optimised version could work, though expect very low render distance and less graphics quality than the original.I feel like making 3d games are hard enough and use A LOT of code ranging from 2000 blocks - 5000 blocks and it becomes a massive project, and or you cannot add more features because there is a block limit. What is your advise on this @boxerryThis is also a concern of mine.
@THEIMPORTANT, how large do you think a 3D Zelda would get? Keep in mind that Zelda games don’t play in levels but rather a huge world to house all events. Add on a large story, and it could crash the entire project by itself.
Btw, if you have Blender by any chance, then you can actually export them as .obj files, and Scratch can actually import them. obj files easily since they are just text, though Scratch can't handle too complex files with hundreds/thousands of triangles.
- THEIMPORTANT
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
I feel like making 3d games are hard enough and use A LOT of code ranging from 2000 blocks - 5000 blocks and it becomes a massive project, and or you cannot add more features because there is a block limit. What is your advise on this @boxerryFor me, 2000-5000 is actually kind of normal. Idk about you guys; Scratch can handle up to 20k-30k blocks, so there is plenty room.
If the project is organised well enough then its okay, just seperate them into like:
Sprite 1: System (calls tick/ui updates and initialisation and stuff)
Sprite 2: Render (renders game)
Sprite 3: UI (renders UI)
Though since this is for a game within another game, you could do this into the same sprite if you organise it well.
- boxerry
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
Okay. Let’s budget 3000-3500 blocks into Zelda. We’ll cut shrines, and focus only on the dungeons. Let’s build it into a seperate project first so that the main project is still easily edited and accessible. Any objections? As long as it is available on Scratch, it can always run faster on Turbowarp. Is that possible, or do you need more?
We can have flat lighting.
As far as the world, it will be a heavily scaled down Hyrule. We will only include Gerudo, Rito, Goron City, Zora’s Domain, and Hyrule Castle. We’ll omit one of the sages as that takes place in the depths. The Ganondorf fight will now be set immediately after Regional Phenomena.
We can have flat lighting.
As far as the world, it will be a heavily scaled down Hyrule. We will only include Gerudo, Rito, Goron City, Zora’s Domain, and Hyrule Castle. We’ll omit one of the sages as that takes place in the depths. The Ganondorf fight will now be set immediately after Regional Phenomena.
Last edited by boxerry (Sept. 5, 2026 23:00:45)
- THEIMPORTANT
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
Okay. Let’s budget 3000-3500 blocks into Zelda. We’ll cut shrines, and focus only on the dungeons. Let’s build it into a seperate project first so that the main project is still easily edited and accessible. Any objections? As long as it is available on Scratch, it can always run faster on Turbowarp. Is that possible, or do you need more?Okay, so mini-totk? 3500 blocks is enough if it can be compressed, and we can focus on the lighting after that (flat lighting like sunlight and stuff but not shadows), and flat lighting won't have texture support either, btw, technically, because the triangle doesn't move pixel to pixel. There are triangle fillers like STTF that have textures without moving pixel to pixel, but they have errors when applied to a 3D engine.
We can have flat lighting.
As far as the world, it will be a heavily scaled down Hyrule. We will only include Gerudo, Rito, Goron City, Zora’s Domain, and Hyrule Castle. We’ll omit one of the sages as that takes place in the depths. The Ganondorf fight will now be set immediately after Regional Phenomena.
Should I start with the engine? I think the entirety of TOTK has millions of triangles, which is completely impossible to make run smoothly on Scratch/Turbowarp; even switch 1 can't maintain smooth FPS on it, so the triangles would have to be heavily scaled down into simpler counts like 50-60k for the entire game.
Also, 50-60k triangles isn't for what the player is looking at; the entire scene will have 50-60k triangles, while the player will only be looking at 5k-15k, which should be manageable in Turbowarp (sorry, but Scratch is going to be fried; if you want it working on Scratch then you can simplify to 1k triangles though I don't know how you would do that)
- boxerry
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
We could always have OOT type graphics, but ~5000 is still too much for scratch.Okay. Let’s budget 3000-3500 blocks into Zelda. We’ll cut shrines, and focus only on the dungeons. Let’s build it into a seperate project first so that the main project is still easily edited and accessible. Any objections? As long as it is available on Scratch, it can always run faster on Turbowarp. Is that possible, or do you need more?Okay, so mini-totk? 3500 blocks is enough if it can be compressed, and we can focus on the lighting after that (flat lighting like sunlight and stuff but not shadows), and flat lighting won't have texture support either, btw, technically, because the triangle doesn't move pixel to pixel. There are triangle fillers like STTF that have textures without moving pixel to pixel, but they have errors when applied to a 3D engine.
We can have flat lighting.
As far as the world, it will be a heavily scaled down Hyrule. We will only include Gerudo, Rito, Goron City, Zora’s Domain, and Hyrule Castle. We’ll omit one of the sages as that takes place in the depths. The Ganondorf fight will now be set immediately after Regional Phenomena.
Should I start with the engine? I think the entirety of TOTK has millions of triangles, which is completely impossible to make run smoothly on Scratch/Turbowarp; even switch 1 can't maintain smooth FPS on it, so the triangles would have to be heavily scaled down into simpler counts like 50-60k for the entire game.
Also, 50-60k triangles isn't for what the player is looking at; the entire scene will have 50-60k triangles, while the player will only be looking at 5k-15k, which should be manageable in Turbowarp (sorry, but Scratch is going to be fried; if you want it working on Scratch then you can simplify to 1k triangles though I don't know how you would do that)
Last edited by boxerry (Sept. 6, 2026 13:33:50)
- boxerry
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
idea:
“Switch 2 on Scratch”: has all the base games that can run on scratch
“Turbowarp edition”: has everything available on scratch + 3D zelda
Edit: After some research, Turbowarp hosting and share links are temporary, and will expire after 30 days of no usage, or without warning at anytime. With that in mind, we could have the Zelda code inside the base Scratch project, check if its running on Scratch or TW, and if its running on Scratch, display a “TurboWarp Required” screen.
“Switch 2 on Scratch”: has all the base games that can run on scratch
“Turbowarp edition”: has everything available on scratch + 3D zelda
Edit: After some research, Turbowarp hosting and share links are temporary, and will expire after 30 days of no usage, or without warning at anytime. With that in mind, we could have the Zelda code inside the base Scratch project, check if its running on Scratch or TW, and if its running on Scratch, display a “TurboWarp Required” screen.
Last edited by boxerry (Sept. 6, 2026 13:49:45)
- THEIMPORTANT
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
idea:Yeah you could though I could attempt making it even faster, idk if its possible to get very very fast, though it depends on wether you can sacrifice literally all accuracy/graphics into performance
“Switch 2 on Scratch”: has all the base games that can run on scratch
“Turbowarp edition”: has everything available on scratch + 3D zelda
Edit: After some research, Turbowarp hosting and share links are temporary, and will expire after 30 days of no usage, or without warning at anytime. With that in mind, we could have the Zelda code inside the base Scratch project, check if its running on Scratch or TW, and if its running on Scratch, display a “TurboWarp Required” screen.
- THEIMPORTANT
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
… waiting to know when should i begin
- boxerry
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
… waiting to know when should i beginyou can start anytime
- boxerry
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development

proposing this map for the zelda
- boxerry
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Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
meanwhile i will work on filler games
- boxerry
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
@QwertyGreen how do you make games openable via home menu? Is there a specific system to follow or should i just add code
- boxerry
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
ADDED PONG, there are some glitches involving score, as I used the same one QwertyGreen used for Button Smasher but I’ll fix that later. Focusing on making a dense eShop rn, next we could add a platformer.
Regarding 3D Zelda, I honestly don’t really get it yet, and will monitor initial versions first.
Regarding 3D Zelda, I honestly don’t really get it yet, and will monitor initial versions first.
Last edited by boxerry (Sept. 7, 2026 00:27:55)
- THEIMPORTANT
-
Scratcher
1000+ posts
Nintendo Switch 2™ on Scratch | Games Development
idk what that is but cool
proposing this map for the zelda
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