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ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

Falling Sand Game
Don’t post anything here unless me changelogging.
Contents
1.0
1.1
1.2
1.3
1.4
1.⑤ (scratch says it’s unsuitable language?)
1.5.1
1.5.2
2.0

Last edited by ItsMushnooshYt4011 (May 28, 2026 05:43:29)

ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
1.0
Official Name: Falling Sand Game

The release of the game. It had 80 elements* and many interactions, though the way it was coded was weird. Interactions used <touching colour ?> and only worked if particles were moving unless you turned on “static updates”. It was very unoptimised and lagged when there were more than 10 moving particles, but it worked.

*approximately. Real number was lost.

Last edited by ItsMushnooshYt4011 (May 25, 2026 22:07:36)

ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
1.1
No Official Name

1.1 released not long after the initial release.
Additions
Elements (7)
First concept of electricity
  • Wires (0-15 power levels)
  • Not gate
  • True block
  • Light
  • Limestone
  • Hydrogen
  • Dust

Trivia
  • Dust used to be a gas
ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
1.2
No Official Name

1.2 was the update that made the game better to use with a quality of life change.
Additions
Elements (4)
  • Salt
  • Salt water
  • Coal
  • Charcoal

Changes
Elements
  • Eraser tool and wall element were moved to the bottom right for easier access

Last edited by ItsMushnooshYt4011 (May 26, 2026 05:40:20)

ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
1.3
No Official Name

1.3 fixed several behaviour issues.
Changes
Behaviour
  • Powders and sturdy powders can fall through liquids and gases
  • Liquids can fall through gases

Bugfixes
  • Fixed an issue which caused major performance problems with static updates: Static interactions will only stamp if it changed types.

Last edited by ItsMushnooshYt4011 (May 26, 2026 22:00:48)

ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
1.4
No Official Name

1.4 was a massive update, making particles be able to have textures. This is also when the project was added to the Scratch Design Studio Pixelated, getting the first views on the project.
Additions
Visual
  • Textured particles

Changes
Behaviour
  • Interactions now check for particle type rather than colour.
  • Added project to SDS.

Last edited by ItsMushnooshYt4011 (May 26, 2026 22:10:22)

ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
1.5
No Official Name

1.5 was released during the golden age (when the project was getting more and more views). It added many key features that made the game more like other falling sand games.
Additions
Elements (6)
  • Concrete
  • Cement
  • Concrete powder
  • Detector
  • Reader
  • Pusher
Miscellaneous
  • Simulation pausing
  • 4x4 cursor size
  • Save codes/saving and loading

Last edited by ItsMushnooshYt4011 (May 27, 2026 05:35:27)

ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
1.5.1
No Official Name

A small update following 1.5, though it is bigger than the previous updates (makes sense). It added many new elements.
Additions
Elements (18)
  • Iron
  • Metal
  • Steel
  • Rust
  • Gold
  • Diamond
  • Oxygen
  • Nitrogen
  • Liquid Nitrogen
  • Liquid Oxygen
  • Frozen Sand
  • Frozen Red Sand
  • Frozen Mud
  • Frozen Plant
  • Snow
  • Blue Fire
  • Paper
  • Wet Paper

Bugfixes
  • Flower seed when spammed no longer creates glitched pixels which keep replacing itself

Trivia
  • Metal existed since 1.0 but the colour of it was the same as steel.

Last edited by ItsMushnooshYt4011 (May 27, 2026 22:06:03)

ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
1.5.2
No Official Name

An actually small update.
Additions
Elements (2)
  • Copper
  • Oxidised Copper

Bugfixes
  • Pushers can no longer push walls
  • Pushers can no longer push pixels off the screen
ItsMushnooshYt4011
Scratcher
13 posts

Falling Sand Game Changelog

^^^
This is an update that is not finished yet.
2.0
Official Name: New Beginning

2.0 changes everything about the game. Though I didn’t keep track of all the additions, this update adds hundreds of new elements and new mechanics. This update was split into stages of Project: BID-T-I.

Before Project: BID-T-I
Approximately 100 new elements were added, bringing the total element count to 200+. This made it hard to find an element so the element list was split up into these categories: land, liquids, cave, life, energy, gases, construction, weapons, food, machines and special. Smiley and auto smiley were now selectable in the element list.
BID-T-I Preparation
This happened before Project: BID-T-I to prepare for its additions. The following happened:
  • Reorganised the element list categories to now be land, liquids, life, powders, solids, energy, gases, weapons, food, machines, special, states and food states to be more like Sandboxels.
  • Overhauled the options menu to be cleaner to use. More specific options are put inside of a menu and is organised into 6 categories: world, cursor, saves, interface, info and dev tools.
  • Changed acid and the old acid is now ‘super acid’, available in the special category.
Stage B
B stands for Binary. This was because before this, to check if a pixel is already active, it used the list contains block, which is obviously slow. Stage B made it so that each pixel has a 1 or a 0, signalling if it was already active.
Stage I (1)
The first I stands for ID. It made particle logic reference off of the particle ID instead of seeing if a particle is within a list. Particles can be edited in game by going to dev tools > element editor. It also changed the save code format. Instead of using x and y positions, it used list indexes and values, like the direction of bouncy particles, was a seperate value instead of a number at the end of the particle name. Density simulation was also added with heavier elements sinking and gases rising if lighter than the air density setting. Liquids also have more realistic viscosity. Stage I (1) did remove interactions, but will be added back and overhauled in stage I (2).
Stage D
D stands for Data. It added 3 data lists which allows pixels to carry information across frames without having to put a number at the end of the name. There was also fall distance for impact related interactions. There was also some preparation for 3.0’s larger canvas sizes.
Stage I (2)
For some reason I decided to make stage I (2) before stage T. In progress.

Last edited by ItsMushnooshYt4011 (June 16, 2026 05:38:44)

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