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- ggenije
-
Scratcher
500+ posts
Textual assets
We know that scratch have image(Costume) assets (vector or bitmap), and sound assets (mp3) , but what about textual assets (.txt).
So to the place where are buttons (Code) , (Costumes) , (Sounds) , there could be (Text).
So when you click on that (Text) button , you can add multiply textual files (plain textual files , which means no bold, italics, font (only one for preview) , font size ,color), just plain text). Each textual file will have a name, and it content.
BLOCKS
The blocks would be:
USAGE
1.Levels data
You can store level data for games , like platformers levels.
2.Importing some data for parsing
For importing XML , obj, fbx , midi data.
3.Literally anything you want to save
Like coordinate positions, tower defense game waves, importing a book so you can create a scratch book viewer etc.
ADVANTAGES
You would ask why it is better than just setting variable to the that value, and here are some advantages:
1.Text files willnot occupy your sprite script space
If your text is so long, it will occupy the everything from right of the that setting variable block,
2.It's not stored in JSON file
Because of that , you can have more space for your scripts , because assets are not included when counting maximum json memory.
3.It haves get line option
So you don't have to add helping character to your save data , because you don't know where end of line is.
So to the place where are buttons (Code) , (Costumes) , (Sounds) , there could be (Text).
So when you click on that (Text) button , you can add multiply textual files (plain textual files , which means no bold, italics, font (only one for preview) , font size ,color), just plain text). Each textual file will have a name, and it content.
BLOCKS
The blocks would be:
((text1 v) :: #007777)//return whole text value
(line () of (text1 v) :: #007777 // returns n-th line of text
USAGE
1.Levels data
You can store level data for games , like platformers levels.
2.Importing some data for parsing
For importing XML , obj, fbx , midi data.
3.Literally anything you want to save
Like coordinate positions, tower defense game waves, importing a book so you can create a scratch book viewer etc.
ADVANTAGES
You would ask why it is better than just setting variable to the that value, and here are some advantages:
1.Text files willnot occupy your sprite script space
If your text is so long, it will occupy the everything from right of the that setting variable block,
2.It's not stored in JSON file
Because of that , you can have more space for your scripts , because assets are not included when counting maximum json memory.
3.It haves get line option
So you don't have to add helping character to your save data , because you don't know where end of line is.
- the2000
-
Scratcher
1000+ posts
Textual assets
This is a pretty creative idea. I support, just because of the newlines. Do you think it could display like a list or variable? If so, I would love for it to be selectable. People use lists for selectable text all the time, but it's so hacky and inconvenient.
- ggenije
-
Scratcher
500+ posts
Textual assets
This is a pretty creative idea. I support, just because of the newlines. Do you think it could display like a list or variable? If so, I would love for it to be selectable. People use lists for selectable text all the time, but it's so hacky and inconvenient.Because it's asset , that means it's can't be changed during runtime (I guess), the main use for text assets are to be used as some unchanging data , like levels , card stats for card game, etc., which are unchangable during runtime, and only time you want to select a text is when you generate a save data , but you can't change the asset.
Because of text assets, it would be much easier and more effecient to import any file data is which is text-based (unlike binary based).
- -EmeraldThunder-
-
Scratcher
1000+ posts
Textual assets
Support. In a big tile based game like the one I am making it takes up a lot of storage to write in the level.
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