Discuss Scratch

PokemonGDscratcher1
Scratcher
10 posts

Help with my Shooter Game!

JWmeteor wrote:

mrgibbles10 wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

StrikerH500 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

mrgibbles10 wrote:

Glad the last fix worked as expected (eventually)!

This is the change needed for the current bug.
In the Enemy sprite:

when I start as a clone
. . .
change [:Score v] by (1)
change [:Enemies v] by (-1) //Swap order of this block
DeathAnimation //And this block
delete this clone

To get this:

when I start as a clone
. . .
change [:Score v] by (1)
DeathAnimation
change [:Enemies v] by (-1)
delete this clone
I've invited all the other team members to the forums, if they would like to chat here instead. Anyways, after an hour of scouring through the code, i could not find the solution to this issue: If you play as Clev, you can hit the enemies with your sword, right? Well, yes. The enemies flash yellow and the hit animation plays. But the sword doesn't deal any damage. I tried getting rid of the “GettingDamaged?” variable in case something was wrong with it (the variable was just to make a script shorter) so it would work the same. Yes, and it stayed the same without any fix, so I decided to search my code with my tired brain. And then I couldn't find what caused this.
If you could find the solution to the issue, THANK YOU, and also maybe you could try to clean the code up if it is too messy.
Also how do you send images in here?
JWmetor, how do you make a shadow effect on sprites?
A shadow effect? I use an addon for scratch. (Scratch doesn’t allow me to say it so you’re going to have to do some digging for that) It’s a browser extension that is free to use. Or for the crosshair, I make a clone and all that stuff because it’s just better. Also sorry for not replying earlier!
I think I know where it is.
Wait since the quotes are getting really fat how about we make the fattest quote ever
Ok XD
Let's make that even bigger with this one
Lol

. . . I didn't realize that it was this big until I hit Submit . . . Oh well . . .
BRO WHAT IS THIS
Its the tower of words.
JWmeteor
Scratcher
66 posts

Help with my Shooter Game!

PokemonGDscratcher1 wrote:

Guys if you have seen @StrikerH500's Character ideas project then you would know there is some pretty good ideas there! But I also thought of something too! This is what I said: How about the Wizard. The wizard can use different kinds of potions on you, like invisibility, poison, slower speed, and more! The Wizard can also heal itself with a health potion. So what do you guys think?
Maybe a future mini-boss?
JWmeteor
Scratcher
66 posts

Help with my Shooter Game!

PokemonGDscratcher1 wrote:

JWmeteor wrote:

mrgibbles10 wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

StrikerH500 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

mrgibbles10 wrote:

Glad the last fix worked as expected (eventually)!

This is the change needed for the current bug.
In the Enemy sprite:

when I start as a clone
. . .
change [:Score v] by (1)
change [:Enemies v] by (-1) //Swap order of this block
DeathAnimation //And this block
delete this clone

To get this:

when I start as a clone
. . .
change [:Score v] by (1)
DeathAnimation
change [:Enemies v] by (-1)
delete this clone
I've invited all the other team members to the forums, if they would like to chat here instead. Anyways, after an hour of scouring through the code, i could not find the solution to this issue: If you play as Clev, you can hit the enemies with your sword, right? Well, yes. The enemies flash yellow and the hit animation plays. But the sword doesn't deal any damage. I tried getting rid of the “GettingDamaged?” variable in case something was wrong with it (the variable was just to make a script shorter) so it would work the same. Yes, and it stayed the same without any fix, so I decided to search my code with my tired brain. And then I couldn't find what caused this.
If you could find the solution to the issue, THANK YOU, and also maybe you could try to clean the code up if it is too messy.
Also how do you send images in here?
JWmetor, how do you make a shadow effect on sprites?
A shadow effect? I use an addon for scratch. (Scratch doesn’t allow me to say it so you’re going to have to do some digging for that) It’s a browser extension that is free to use. Or for the crosshair, I make a clone and all that stuff because it’s just better. Also sorry for not replying earlier!
I think I know where it is.
Wait since the quotes are getting really fat how about we make the fattest quote ever
Ok XD
Let's make that even bigger with this one
Lol

. . . I didn't realize that it was this big until I hit Submit . . . Oh well . . .
BRO WHAT IS THIS
Its the tower of words.
This will be the final quote. (insert skull emoji). Let's actually discuss about the game here now.
JWmeteor
Scratcher
66 posts

Help with my Shooter Game!

mrgibbles10 wrote:

The new bug you described should be very simple to fix. You're just not setting the “EnemyType” for each clone, so it defaults to zero and behaves strangely.

This is what you need to fix:

define SpawnEnemy (type)
if <(type) = (1)> then
switch costume to (NormalMove1 v)
set [EnemyType v] to (1) //Here
end
if <(type) = (2)> then
switch costume to (SpeederMove1 v)
set [EnemyType v] to (2) //Here
end
if <(type) = (3)> then
switch costume to (OrbitonMove1 v)
set [EnemyType v] to (3) //Here
end
create clone of (myself v)

I also noticed that the “Play” button that appears on the main menu will continue to detect clicks after the game has started, crucially re-broadcasting “StartGame” and messing a lot of stuff up.

I would recommend just stopping the script after the button was clicked:

when green flag clicked
. . .
forever
. . .
if <mouse down?> then
broadcast (StartGame v)
stop [this script v] //Here
else
. . .
end

I tested it out, and both of these fixes seem to get the game working properly.
I hope that this helped!
Yo whenever the player gets damaged by an enemy, my game lags A LOT, but I don't know the cause. It has something to do with placing the Animate block in the MainPlayerLoop
when I receive [MainPlayerLoop v]
forever
Movement ::custom
Collisions ::custom
Animate ::custom //This block
end
Also I just found one of your random posts to quote on because I just saw it and guessed it was your latest message here.
jeff-hao
Scratcher
5 posts

Help with my Shooter Game!

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

mrgibbles10 wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

a random guy wrote:

StrikerH500 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

PokemonGDscratcher1 wrote:

JWmeteor wrote:

mrgibbles10 wrote:

Glad the last fix worked as expected (eventually)!

This is the change needed for the current bug.
In the Enemy sprite:

when I start as a clone
. . .
change [:Score v] by (1)
change [:Enemies v] by (-1) //Swap order of this block
DeathAnimation //And this block
delete this clone

To get this:

when I start as a clone
. . .
change [:Score v] by (1)
DeathAnimation
change [:Enemies v] by (-1)
delete this clone
I've invited all the other team members to the forums, if they would like to chat here instead. Anyways, after an hour of scouring through the code, i could not find the solution to this issue: If you play as Clev, you can hit the enemies with your sword, right? Well, yes. The enemies flash yellow and the hit animation plays. But the sword doesn't deal any damage. I tried getting rid of the “GettingDamaged?” variable in case something was wrong with it (the variable was just to make a script shorter) so it would work the same. Yes, and it stayed the same without any fix, so I decided to search my code with my tired brain. And then I couldn't find what caused this.
If you could find the solution to the issue, THANK YOU, and also maybe you could try to clean the code up if it is too messy.
Also how do you send images in here?
JWmetor, how do you make a shadow effect on sprites?
A shadow effect? I use an addon for scratch. (Scratch doesn’t allow me to say it so you’re going to have to do some digging for that) It’s a browser extension that is free to use. Or for the crosshair, I make a clone and all that stuff because it’s just better. Also sorry for not replying earlier!
I think I know where it is.
Wait since the quotes are getting really fat how about we make the fattest quote ever
Ok XD
Let's make that even bigger with this one
Lol

. . . I didn't realize that it was this big until I hit Submit . . . Oh well . . .
BRO WHAT IS THIS
Its the tower of words.
This will be the final quote. (insert skull emoji). Let's actually discuss about the game here now.
lol
jeff-hao
Scratcher
5 posts

Help with my Shooter Game!

Bad news, middle school is taking me to much time and my energy so I can’t make much thing, but the good news is that I still have time on weekends.
mrgibbles10
Scratcher
40 posts

Help with my Shooter Game!

JWmeteor wrote:

Yo whenever the player gets damaged by an enemy, my game lags A LOT, but I don't know the cause. It has something to do with placing the Animate block in the MainPlayerLoop
when I receive [MainPlayerLoop v]
forever
Movement ::custom
Collisions ::custom
Animate ::custom //This block
end
Also I just found one of your random posts to quote on because I just saw it and guessed it was your latest message here.

It looks like the problem is in the Collisions custom block.
It is set to “run without screen refresh,” which tells Scratch that the stack should be run entirely in one frame. This works fine, except for the fact that there is a “wait (0.8) seconds” block in the stack. Putting a wait in a “run without screen refresh” block that tries executes every frame (inside a forever loop) will cause your project to lag; Scratch has to wait 0.8 seconds, but must execute it in one frame. This is why it stutters: Scratch waits 0.8 seconds before doing anything else to fufil “run without screen refresh.”

define Collisions
if <(:Character) = (1)> then
switch costume to (TriangleManHitbox v)
else
switch costume to (ClevHitbox v)
end
if <touching (Enemies v)?> then
change [:Health v] by (-5)
wait (0.8) seconds // <--- HERE
else
. . .
end
if <(:Health) < (1)> then
broadcast (GameOver v)
end

I would recomend using a timer system instead of waiting, or pass the wait off to another stack:

when I receive [PlayerHit v]
set [:PlayerDamageable? v] to (0)
wait (0.8) seconds
set [:PlayerDamageable? v] to (1)

If you seperate the wait, make sure to adjust your collision detection:

if <<touching (Enemies v)?> and <(:PlayerDamageable?) = (1)>> then
change [:Health v] by (-5)
broadcast (PlayerHit v)
end
JWmeteor
Scratcher
66 posts

Help with my Shooter Game!

jeff-hao wrote:

Bad news, middle school is taking me to much time and my energy so I can’t make much thing, but the good news is that I still have time on weekends.
Nice! We all have school, and I understand.
PokemonGDscratcher1
Scratcher
10 posts

Help with my Shooter Game!

Guys we need to stop AI
JWmeteor
Scratcher
66 posts

Help with my Shooter Game!

PokemonGDscratcher1 wrote:

Guys we need to stop AI
True, also I was just really worried about the world yesterday.
JWmeteor
Scratcher
66 posts

Help with my Shooter Game!

PokemonGDscratcher1 wrote:

Guys we need to stop AI
Also can we lock in on the game actually? I’ll do it at Wednesday September 16 or later probably (in pacific time) and start again tommorrow also can you guys do some stuff without me? Can you like remix the project and add stuff or talk with the others to help? Okay, that’s all!

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