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- the_coolest_coder
- Scratcher
32 posts
New Blocks
There are some blocks missing from scratch. Please post them here, and may someone review these.
My suggestions: There should be a <message(_____)received>. fits in boolean input. that way: if:<message(start)received>…
your suggestions?
My suggestions: There should be a <message(_____)received>. fits in boolean input. that way: if:<message(start)received>…
your suggestions?
- TheAwesomeMaster
- Scratcher
1000+ posts
New Blocks
The first suggestion has a pretty easy workaround:
As for the second suggestion, I'm not sure about my opinion yet.
when I receive [start v]
As for the second suggestion, I'm not sure about my opinion yet.
Hello!
I'm TheAwesomeMaster: a middle school violist (someone who plays the viola), coder, artist, and writer! I also enjoy role-playing and helping out in the community.
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I'm TheAwesomeMaster: a middle school violist (someone who plays the viola), coder, artist, and writer! I also enjoy role-playing and helping out in the community.
| Profile | Wiki Page | Scratch String Orchestra | ᎪρᏂεℓ༏Ꮻ₪~ A Space Odyssey by Novakitty |
If you are reading this, comment “I have superpowers.” on my profile.
^._.^::control //This is Kallie. She is a certified siggy protector. She protects my siggy from kumquats.
- ItchyCatIII
- Scratcher
500+ posts
New Blocks
There are some blocks missing from scratch. Please post them here, and may someone review these.
My suggestions: There should be a <message(_____)received>. fits in boolean input. that way: if:<message(start)received>…
your suggestions?
<Message [ v] received :: sensing>has already been rejected.
There is way too much ambiguity to how this would work. Would it return true of the broadcast was fired at any point since the project was created, since the green flag was clicked, since something else was broadcasted, etc.? If you really want to do something like this, instead just make a variable and set it to 1 and use the equals block.
I would definitely want this block, and have it as since the green flag was clicked, but for now we have a workaround.
when green flag clicked
set [broadcasted? v] to [0]
... :: after
when I receive [event v]
set [broadcasted? v] to [1
... :: before]
The blocks that I don't think have been rejected that I want are:
send [ v] to x () y () :: variables
send [ v] to x () y () :: list
(x position of [ v] :: variables)
(y position of [ v] :: variables)
wait until I receive [ v] :: control
That block would wait for the event to be broadcasted after the waiting starts. If the script hadn't gotten to the wait until script, and the event was broadcasted, when it go to the wait script, it would have to wait for the event to be broadcasted again.
Thanks for your suggestion and thread, though!
Don't you just hate when people advertise in their signatures (and raisin cookies that look like chocolate chip ones. That's just not okay).
#BringItBack
- ItchyCatIII
- Scratcher
500+ posts
New Blocks
also a hide all sprites block
that's an idea!
hide all sprites :: looks
That used to exist. They removed that because they didn't see it being useful.
I'd probably use it in all of my projects, but the chances of that being added again are, unfortunately, not very high.
Don't you just hate when people advertise in their signatures (and raisin cookies that look like chocolate chip ones. That's just not okay).
#BringItBack
- the_coolest_coder
- Scratcher
32 posts
New Blocks
i use that, but it's somewhat inconvenient. The first suggestion has a pretty easy workaround:when I receive [start v]
As for the second suggestion, I'm not sure about my opinion yet.
- the_coolest_coder
- Scratcher
32 posts
New Blocks
how about:
delete this sprite
delete this sprite
Last edited by the_coolest_coder (Aug. 30, 2015 23:08:51)
- the_coolest_coder
- Scratcher
32 posts
New Blocks
how about
delete this sprite::control
(shown)::looks
()=false::control
Last edited by the_coolest_coder (Aug. 30, 2015 23:18:46)
- the_coolest_coder
- Scratcher
32 posts
New Blocks
set<the_coolest_coder>to<awesome gamer>::controlLOL
play<videogames>::motion
Last edited by the_coolest_coder (Aug. 30, 2015 23:23:04)
- DaSpudLord
- Scratcher
1000+ posts
New Blocks
Please don't spam, even if it is your own thread. Also, please create a new topic for each new suggestion to keep things organized. Thanks!
| Primary Target | Fireworks Show! Wheel of Fortune || Block Buster ||||| Shut the Box ||||||||| Surf's Up! |||||
U^ェ^U::motion//This is Blocky. He lives in my signature. He is a trained attack block. He protects my siggy from kumquats.
- monstermash3
- Scratcher
1000+ posts
New Blocks
Sorry, this is rejected, although I do want a message There are some blocks missing from scratch. Please post them here, and may someone review these.ever received.
My suggestions: There should be a <message(_____)received>. fits in boolean input. that way: if:<message(start)received>…
your suggestions?
I support this. It would be helpful so you don't need to put the hide block in every sprite. However, it used to exist, I think. also a hide all sprites block
that's an idea!
No support. See comments above. The blocks that I don't think have been rejected that I want are:send [ v] to x () y () :: variables//We don't really need this, and it has been suggested a lot before.send [ v] to x () y () :: list//Same(x position of [ v] :: variables)//We already have
([x position v] of [sprite v])(y position of [ v] :: variables)//We already have
([y position v] of [sprite v])wait until I receive [ v] :: control//This is similar to the rejected block.
That block would wait for the event to be broadcasted after the waiting starts. If the script hadn't gotten to the wait until script, and the event was broadcasted, when it go to the wait script, it would have to wait for the event to be broadcasted again.
how about:
delete this sprite
how aboutdelete this sprite::control
(shown)::looks
()=false::control
actually:<shown>
I don't get what “delete this sprite” would do. “shown” has an easy workaround. that <> input
showand
set [shown v] to [true]
hideAs for “<>=false”, we already have
set [shown v] to [false]
<not <>>
“resume this script” would really not do anything if the script is not running! orpause this script::looks
resume this script::looks
Support, this would be very useful. Maybe alsodelete all clones::control
delete clone ()::controlwould be useful.
you should be able to do this:create clone of[]
//scratchblocks tag closed by monstermash3
creates a clone of a variable actuallyactually a create clone of variable you should be able to do this:create clone of[]
//scratchblocks tag closed by monstermash3 again
oops
Hmm… what would variable clones do? How would you set them?
Last edited by monstermash3 (Aug. 31, 2015 00:42:02)
(Swallowed by an evil kumquat who was just taking a walk in the neighborhood of evil kumquats when they saw a garage sale where they bought a plate which they used to eat but they discovered that it leaked and they went to get their money back but the sale was over so they went in the house but the door was locked so they got their key but it didn't fit so they went home to use the key on the right door which was their own door and then they decided to swallow a signature for no reason.)
- the_coolest_coder
- Scratcher
32 posts
New Blocks
how about a block where it will save all variable, list, and sprite data on the game that you are playing, but only on your account. I know that can be done. To see: online gaming networks.
- iamunknown2
- Scratcher
1000+ posts
New Blocks
I don't think you've read his post, the_coolest_coder -
Please don't spam, even if it is your own thread. Also, please create a new topic for each new suggestion to keep things organized. Thanks!
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Moving on from Scratch? Learn Python/a scripting language (e.g Perl, JavaScript), then move on to a C derivative
Moving on from Scratch? Learn Python/a scripting language (e.g Perl, JavaScript), then move on to a C derivative
- the_coolest_coder
- Scratcher
32 posts
New Blocks
how about a block like this:
clear<listA>::lists
Last edited by the_coolest_coder (Aug. 31, 2015 10:26:26)
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