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  • RE: how slow point lock

    OK. You can control the angular speed of the camera using the “configure camera” block’s last input, which is a percentage. For example, when you set it to 100, it is the default speed, but if it is 10, then it will be 10% of the default speed.

    See this project for example:

    play.creaticode.com/projects/68345dcdcf69bbdc83e9472e

    posted in Help
  • RE: how slow point lock

    Do you mean you want to make the camera rotate less when you move the mouse?

    posted in Help
  • RE: drop down menu

    You can use the “when widget changes” block.

    Here is a simple example:

    play.creaticode.com/projects/6831f4e759dd9cb676181c93

    posted in Help
  • RE: [Community Project] Let's Build a CreatiCode Project Packager!

    @info-creaticode Well they don’t work offline because of the way they run on a webpage and aren’t compatible with Turbowarp due to their integration with the Scratch runtime itself which is not supported by Turbowarp, but at the same time, the resources for all that are sent to the client and cached. Some blocks like Multiplayer and AI won’t work of course, but my point is that regardless, I would be able to see what’s being fetched and just serve that to my own client and be able to create an offline project player from there. But this method I’m describing would be time consuming and it’d be not worth it. What I’m saying is that CreatiCode could just do this, and in an easier way, considering all that needs to be done is just put the whole project editor in there and only show the project running, which would be more productive than having users try to decompile CreatiCode’s source to take this matter into their own hands.

    I’ve seen a few older threads here where people asked for exporting projects for offline (like .exe files), and I think it might be justified to add it but in small steps, like not creating a whole packager but starting to work on a feature to export projects as .html which would be in the file dropdown of your project. Starting like this would now:

    • allow people to use and edit CreatiCode projects offline
    • somewhat reduce the number of GET requests sent to CreatiCode, which would put less strain on your servers, (and cost less money for web hosting probably) , for example, maybe some people just go here to play projects, but just specific projects. Then they could download their favorite projects and play them on their device without needing to go to CreatiCode.com . Kinda like what TurboWarp does which reduces the need for people to go to Scratch.mit.edu. Scratch itself also offers desktop clients which have a similar benefit of saving a bit of money as well as giving the users a convenient preference.
    • (in the future) Allow for projects that run as an executable (.exe, .ipa, .apk) and can interact with the OS and do things like run in the background and send notifications and use bluetooth, as they would have less restrictions than the typical web browser.

    I’d say this would add a lot of value to CreatiCode, and let people be able to have more freedom with their creations.

    posted in Test
  • RE: [Community Project] Let's Build a CreatiCode Project Packager!

    @jeffreyrb03-gmail

    There are already packagers like Turbowarp, which works well for generic Scratch projects. And since most of the new CreatiCode blocks don’t work offline, most likely this new packager won’t do much more compared to a Turbowarp packager, right?

    So the question is whether it will be justified to dedicate manpower on this feature (as opposed to others) if it is not going to add much additional value.

    posted in Test
  • RE: fix creaticodg

    @khour_thedeveloper-cc5393d8

    Hi, sorry about that issue.

    You should be able to create many clones with an issue. If you have this problem again, can you please share the project?

    posted in Feedback
  • RE: [Community Project] Let's Build a CreatiCode Project Packager!

    @info-creaticode
    (I’ve written alot here for this suggestion, so even if you guys don’t implement this suggestion, I want you guys to at least add a donate button to your site so that people can give money to you guys without needing a subscription)

    Hypothetically, what bad could possibly arise from allowing people to download projects to play offline? If the concern is about the code being copied/stolen, then you could just obfuscate/minify it on your backend before sending out the file. Besides, anyone dedicated enough could probably reverse engineer the requests made from Creaticode.com (it’s been done before) and scrape any resources they need to make an offline CreatiCode project runner. It’d be more beneficial to do this if you don’t want anyone to break your TOS which disallows reverse engineering the code of the website or finding ways to hack the website, as hackers and script kiddies (like me, but im more ethical) would have no need to do that other than out of curiosity.

    When making the change to allow people to run projects offline, some features can of course be watered-down or disabled, like Google Sheets as that requires using CreatiCode’s backend to send authenticated HTTP requests to Google, and others like Multiplayer blocks. But it would also be a really good oppourtunity to add features like WebSockets blocks, more advanced HTTP request sending blocks, blocks to read/write info from the OS (like the build number or filesystem), allowing custom extensions, etc. That way, more advanced users that still prefer block coding over regular coding could do a lot more stuff. And if they wanted Google Sheets then they could just pay for their own API key then plug it into any new special blocks you make for these new accomodations.

    These new blocks/block categories im suggesting might not be suitable for current CreatiCode, as they might be able to crash the browser intentionally or even do bad things with more freedoms, and some may not be suitable for the browser, like interacting with the OS, but they would be suitable for a hypothetical new project playground that’s basically the exact same as the current one, but with new blocks and the ability to save as a .html or .exe/apple/linux (using Electron maybe, and could interact with the OS in ways the browser can’t). This would be so it can’t be shared/posted publicly like most projects are, so it’d be more private where only you can run the projects you make.

    This has many pros, like making CreatiCode a programming language that could actually do anything, as anything that it couldn’t do could just be handled by extensions or using online APIs/services (ex: perhaps databases, as one can’t store so much data on their own device). This could also have more value in teaching children more advanced programming topics or life lessons, maybe even making math easier to learn. Ive seen many people find math easier to learn when explained in programming terms, especially algebra. This would also make it possible to distribute games that you make using CreatiCode on platforms like GitHub and itch.io and maybe even profit off of them.

    I think that to do this, it would make sense first to allow projects to be downloaded as .html’s for offline use. Then in the future, making a dedicated editor or project setting: (like “Are you sure you’d like advanced mode? This disables project sharing and allows for making games downloadable and good for offline use. This option is permanent. The following extensions will be enabled: …”) would be a good idea. Later on, it might even be possible to offer downloading projects that are formatted for like the App Store. This would give CreatiCode a massive increase in users, since a lot of people want to do ambitious things like “create an app for the App Store” or “make a 3D game”, and when they try to actually get into the programming, they might struggle, then would turn to alternatives like “App Makers”. CreatiCode offering its service as partially that or that as a feature would be really neat and give more users.

    posted in Test
  • RE: Cannot save game?

    @notjaldolfyt

    The service has been restored.

    posted in Help
  • RE: Cannot save game?

    @notjaldolfyt

    Yes, there is an issue saving and loading projects. It will be restored shortly.

    posted in Help
  • RE: Limit FPS on projects?

    @notjaldolfyt

    Thank you for the suggestion. We will look into how to add this.

    posted in Feedback