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CreatiCode Scratch Forum

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  3. WOC Update Log

WOC Update Log

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  • SirBotsS SirBots

    @011830-0a42ef84 Yeah, I can give it a shot. Been busy lately with school and troubleshooting various bot targeting methods.

    TheNicknameGovT Offline
    TheNicknameGovT Offline
    TheNicknameGov
    trusted helpers
    wrote on last edited by
    #21

    @sirbots I believe I have fixed the second bot, although you can look through my code to see if anything is wrong or buggy.

    Please help all my projects are 3000+ blocks

    Tyller_T 1 Reply Last reply
    1
    • TheNicknameGovT TheNicknameGov

      @sirbots I believe I have fixed the second bot, although you can look through my code to see if anything is wrong or buggy.

      Tyller_T Offline
      Tyller_T Offline
      Tyller_
      trusted helpers
      wrote on last edited by
      #22

      @011830-0a42ef84 I’m going to mention something, the clone system I had should work but I think I know a way to fix it and not make broadcasts conflict, though there’s a chance it could be a bit hard to understand, tell me if you want to try to implement it and make it in a readable way

      <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
      </div>

      TheNicknameGovT 1 Reply Last reply
      0
      • Tyller_T Tyller_

        @011830-0a42ef84 I’m going to mention something, the clone system I had should work but I think I know a way to fix it and not make broadcasts conflict, though there’s a chance it could be a bit hard to understand, tell me if you want to try to implement it and make it in a readable way

        TheNicknameGovT Offline
        TheNicknameGovT Offline
        TheNicknameGov
        trusted helpers
        wrote on last edited by
        #23

        @tyller_ That sounds good, after I stabilize everything in my test room I will let you implement it. Is that okay with you?

        Please help all my projects are 3000+ blocks

        Tyller_T 1 Reply Last reply
        0
        • TheNicknameGovT TheNicknameGov

          @tyller_ That sounds good, after I stabilize everything in my test room I will let you implement it. Is that okay with you?

          Tyller_T Offline
          Tyller_T Offline
          Tyller_
          trusted helpers
          wrote on last edited by
          #24

          @011830-0a42ef84 yeah, my idea is to use a list queue for broadcasts, the issue with my method is that the broadcasts call a bunch, so those variable parameters get called within the same frame and out of order, thus leading to the arbitrary order of what clone takes priority (this is called a race condition). I am actively very much debating how it would work, but I think the general idea I have is listed below:

          • A list named “action queue” that is added to each time a sprite wants to broadcast something
          • it adds formatted text to the list, in the format of “{clone id}|{broadcast}” (This works because my method only broadcasts what clone/ai the sensors are for, if other broadcast parameters were added it would need to slightly change)
          • it then broadcasts the actual broadcast (no parameter cus that stuff is now in queue since parameters cause race conditions)
          • the actual ai clone would now start handling stuff (before it was the sensor doing stuff), when it receives a broadcast it checks the queue list to determine if it was queued for that broadcast
          • if it finds its id for that broadcast, so “{clone id}|{broadcast}”, it will run the code for that broadcast
            Here’s an example for the 5th clone (so clone id is 5 or “ai&5” but their interchangeable so it doesnt matter which way I decide to handle the clones) handling the broadcast “behind player”:
          1. the sensor detects the player and needs to broadcast “behind player”
          2. It adds “5|behind player” to the “action queue” list
          3. It broadcasts “behind player”
          4. All the clones of the bot receive “behind player”
          5. They check if the broadcast is for them or if they have a broadcast queued since it could be trying to handle multiple broadcasts in the same frame, they do this by checking if “action queue” contains the result of joining their clone id and “|behind player” (so join(clone id)(|behind player) in the editor)
          6. If that broadcast is for them (or they have one queued) then they do what they do for the “behind player” broadcast
          7. They delete that line from “action queue” with teh delete value of list block

          If this doesnt make sense I can try an example, I jsut wanted to list out my thought process

          <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
          </div>

          TheNicknameGovT 1 Reply Last reply
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          • Tyller_T Tyller_

            @011830-0a42ef84 yeah, my idea is to use a list queue for broadcasts, the issue with my method is that the broadcasts call a bunch, so those variable parameters get called within the same frame and out of order, thus leading to the arbitrary order of what clone takes priority (this is called a race condition). I am actively very much debating how it would work, but I think the general idea I have is listed below:

            • A list named “action queue” that is added to each time a sprite wants to broadcast something
            • it adds formatted text to the list, in the format of “{clone id}|{broadcast}” (This works because my method only broadcasts what clone/ai the sensors are for, if other broadcast parameters were added it would need to slightly change)
            • it then broadcasts the actual broadcast (no parameter cus that stuff is now in queue since parameters cause race conditions)
            • the actual ai clone would now start handling stuff (before it was the sensor doing stuff), when it receives a broadcast it checks the queue list to determine if it was queued for that broadcast
            • if it finds its id for that broadcast, so “{clone id}|{broadcast}”, it will run the code for that broadcast
              Here’s an example for the 5th clone (so clone id is 5 or “ai&5” but their interchangeable so it doesnt matter which way I decide to handle the clones) handling the broadcast “behind player”:
            1. the sensor detects the player and needs to broadcast “behind player”
            2. It adds “5|behind player” to the “action queue” list
            3. It broadcasts “behind player”
            4. All the clones of the bot receive “behind player”
            5. They check if the broadcast is for them or if they have a broadcast queued since it could be trying to handle multiple broadcasts in the same frame, they do this by checking if “action queue” contains the result of joining their clone id and “|behind player” (so join(clone id)(|behind player) in the editor)
            6. If that broadcast is for them (or they have one queued) then they do what they do for the “behind player” broadcast
            7. They delete that line from “action queue” with teh delete value of list block

            If this doesnt make sense I can try an example, I jsut wanted to list out my thought process

            TheNicknameGovT Offline
            TheNicknameGovT Offline
            TheNicknameGov
            trusted helpers
            wrote on last edited by
            #25

            @tyller_ Here is the testing room link:
            https://play.creaticode.com/projects/67b60b7a40002631c45cd8ab


            Everything should work smoothly. There still might be occasional bugs, mostly consisting of the second bot (the second bot is annoying, I might nerf his attacks stats from 1 dmg 0.5 dmg.

            Please help all my projects are 3000+ blocks

            SirBotsS 1 Reply Last reply
            0
            • TheNicknameGovT TheNicknameGov

              @tyller_ Here is the testing room link:
              https://play.creaticode.com/projects/67b60b7a40002631c45cd8ab


              Everything should work smoothly. There still might be occasional bugs, mostly consisting of the second bot (the second bot is annoying, I might nerf his attacks stats from 1 dmg 0.5 dmg.

              SirBotsS Offline
              SirBotsS Offline
              SirBots
              wrote on last edited by
              #26

              Update 2.18 - Balance Patch/Adjustment Update

              Release Date: February 26st, 2025

              What’s New:

              AI
              The AI has received adjustments to the following actions:

              • The AI will now occasionally shoot in very small bursts while are moving
                • The amount of bullets fired is less than when standing still
              • Adjusted the range of rounds fired for the Anchor by 23% (24 to 30 to 26 to 40)
              • The forward movement speed of Interceptors while they are not getting into position to shoot has been roughly doubled.

              Voicelines

              • Changed the first voiceline played at 250 points earned or there are 5/6 of the total players on one team.
              • Increased the general interval between voicelines by 100%

              Gamemodes

              • Capture Points can no longer be contested in non-realistic battle matches.
              • Reduced the time to capture an uncontested enemy point directly by approximately 50% (3 seconds to 1.5 seconds)

              UI

              • The screen for when the match is being prepared will now show up as one of 4 backgrounds instead of one. The text indicating that the match is being prepared has been moved and received some polishing.
              • Added Tips.

              Bug Fixes

              • Fixed a bug causing the point counter to stay on screen when a match ends.
                *Fixed a bug causing the player to “kill” an enemy with a grenade or poison gas while the aforementioned bot was still dead.
              • Fixed a bug causing the AI to shoot at other teammates constantly.

              Your local coder who is working around the clock to make sure great games are made

              SirBotsS 1 Reply Last reply
              0
              • SirBotsS SirBots

                Update 2.18 - Balance Patch/Adjustment Update

                Release Date: February 26st, 2025

                What’s New:

                AI
                The AI has received adjustments to the following actions:

                • The AI will now occasionally shoot in very small bursts while are moving
                  • The amount of bullets fired is less than when standing still
                • Adjusted the range of rounds fired for the Anchor by 23% (24 to 30 to 26 to 40)
                • The forward movement speed of Interceptors while they are not getting into position to shoot has been roughly doubled.

                Voicelines

                • Changed the first voiceline played at 250 points earned or there are 5/6 of the total players on one team.
                • Increased the general interval between voicelines by 100%

                Gamemodes

                • Capture Points can no longer be contested in non-realistic battle matches.
                • Reduced the time to capture an uncontested enemy point directly by approximately 50% (3 seconds to 1.5 seconds)

                UI

                • The screen for when the match is being prepared will now show up as one of 4 backgrounds instead of one. The text indicating that the match is being prepared has been moved and received some polishing.
                • Added Tips.

                Bug Fixes

                • Fixed a bug causing the point counter to stay on screen when a match ends.
                  *Fixed a bug causing the player to “kill” an enemy with a grenade or poison gas while the aforementioned bot was still dead.
                • Fixed a bug causing the AI to shoot at other teammates constantly.
                SirBotsS Offline
                SirBotsS Offline
                SirBots
                wrote on last edited by
                #27

                Made some last minute changes to the final draft of 2.18:

                • Reduced the volume of the Anchor firing sound by approx 33%
                • Player speed increased when playing as the Interceptor
                • Changed the firing sound of the Assault and the Marksman
                • Changed the menu music for the final time.

                Your local coder who is working around the clock to make sure great games are made

                1 Reply Last reply
                0
                • SirBotsS Offline
                  SirBotsS Offline
                  SirBots
                  wrote on last edited by
                  #28

                  2.18 is now out!

                  Ever feel as if your teammates are just plain useless, or just loves rushing on top of Enemies only to have both of them die? Well, they can now shoot while they are moving! Yes, they don’t have to stand still to shoot! To make things better, the Interceptors can actually do what their name implies including you, intercept and annoy the other team. With a new speed buff, they can get there and attack the enemy team, or at least, damage them enough, to have better chances of being successful in your first attack, or your teams first assault on the frontlines. BUT…

                  The enemy also has Interceptors of their own, and before you know it, you could have an enemy interceptor slowly cutting your team down in your spawn, or even have a whole army of them at your doorstep.

                  The next major change is a new strategy in the logbook to more effectively take back important objectives. In regular battles, points can no longer become contested, and faster capturing times in general. Also added in the logbook is some advice that you can read over before entering a match.

                  Lastly, some fine adjustments to some of our weapons has gave them better firing sounds, to make it feel as if you are really bringing the enemy down to their knees.

                  Now, for community feedback:

                  From some of my buddies, and one certain user here, have said that the firing sound for the Anchor was very loud, so its been reduced in volume.

                  The next update will focus on a widened game screen, a player count display that shows how many players are using a specific class in realistic Battles, and major UI changes. This next update might be the final update before I focus on other projects.

                  Your local coder who is working around the clock to make sure great games are made

                  TheNicknameGovT 1 Reply Last reply
                  0
                  • SirBotsS SirBots

                    2.18 is now out!

                    Ever feel as if your teammates are just plain useless, or just loves rushing on top of Enemies only to have both of them die? Well, they can now shoot while they are moving! Yes, they don’t have to stand still to shoot! To make things better, the Interceptors can actually do what their name implies including you, intercept and annoy the other team. With a new speed buff, they can get there and attack the enemy team, or at least, damage them enough, to have better chances of being successful in your first attack, or your teams first assault on the frontlines. BUT…

                    The enemy also has Interceptors of their own, and before you know it, you could have an enemy interceptor slowly cutting your team down in your spawn, or even have a whole army of them at your doorstep.

                    The next major change is a new strategy in the logbook to more effectively take back important objectives. In regular battles, points can no longer become contested, and faster capturing times in general. Also added in the logbook is some advice that you can read over before entering a match.

                    Lastly, some fine adjustments to some of our weapons has gave them better firing sounds, to make it feel as if you are really bringing the enemy down to their knees.

                    Now, for community feedback:

                    From some of my buddies, and one certain user here, have said that the firing sound for the Anchor was very loud, so its been reduced in volume.

                    The next update will focus on a widened game screen, a player count display that shows how many players are using a specific class in realistic Battles, and major UI changes. This next update might be the final update before I focus on other projects.

                    TheNicknameGovT Offline
                    TheNicknameGovT Offline
                    TheNicknameGov
                    trusted helpers
                    wrote on last edited by
                    #29

                    @sirbots Would you mind if I copy your update log idea for my game?

                    Please help all my projects are 3000+ blocks

                    Tyller_T SirBotsS 2 Replies Last reply
                    0
                    • TheNicknameGovT TheNicknameGov

                      @sirbots Would you mind if I copy your update log idea for my game?

                      Tyller_T Offline
                      Tyller_T Offline
                      Tyller_
                      trusted helpers
                      wrote on last edited by
                      #30

                      @011830-0a42ef84 unless you’re just copying it without actually changing it to be for your game, there’s no need to ask to use the idea’ on pet of an update log

                      <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
                      </div>

                      1 Reply Last reply
                      0
                      • TheNicknameGovT TheNicknameGov

                        @sirbots Would you mind if I copy your update log idea for my game?

                        SirBotsS Offline
                        SirBotsS Offline
                        SirBots
                        wrote on last edited by
                        #31

                        @011830-0a42ef84 You can make your own, you don’t need to ask me.

                        Your local coder who is working around the clock to make sure great games are made

                        1 Reply Last reply
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                        • SirBotsS Offline
                          SirBotsS Offline
                          SirBots
                          wrote on last edited by SirBots
                          #32

                          Since widening the canvas and the screen is creating a TON of bugs that might take a few weeks to fix, I unfortunately have to cancel the addition of the screen widening until I can fix the bugs on a testing copy of the game.

                          As compensation, I will add one feature of someones choice. Post what you want added here, and I will pick at random Thursday.

                          Your local coder who is working around the clock to make sure great games are made

                          Tyller_T 1 Reply Last reply
                          0
                          • SirBotsS SirBots

                            Since widening the canvas and the screen is creating a TON of bugs that might take a few weeks to fix, I unfortunately have to cancel the addition of the screen widening until I can fix the bugs on a testing copy of the game.

                            As compensation, I will add one feature of someones choice. Post what you want added here, and I will pick at random Thursday.

                            Tyller_T Offline
                            Tyller_T Offline
                            Tyller_
                            trusted helpers
                            wrote on last edited by
                            #33

                            @sirbots how big did you widen hte screen to?

                            <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
                            </div>

                            SirBotsS 1 Reply Last reply
                            0
                            • Tyller_T Tyller_

                              @sirbots how big did you widen hte screen to?

                              SirBotsS Offline
                              SirBotsS Offline
                              SirBots
                              wrote on last edited by
                              #34

                              @tyller_ canvas to 2800, screen to 1000x360

                              Your local coder who is working around the clock to make sure great games are made

                              Tyller_T 1 Reply Last reply
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                              • SirBotsS SirBots

                                @tyller_ canvas to 2800, screen to 1000x360

                                Tyller_T Offline
                                Tyller_T Offline
                                Tyller_
                                trusted helpers
                                wrote on last edited by
                                #35

                                @sirbots why do you need a 1000x360 screen? that’s a very bad aspect ratio, like 25:9, a normal montior is 16:9 and the normal viewport is 4:3

                                <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
                                </div>

                                SirBotsS 1 Reply Last reply
                                0
                                • Tyller_T Tyller_

                                  @sirbots why do you need a 1000x360 screen? that’s a very bad aspect ratio, like 25:9, a normal montior is 16:9 and the normal viewport is 4:3

                                  SirBotsS Offline
                                  SirBotsS Offline
                                  SirBots
                                  wrote on last edited by
                                  #36

                                  @tyller_ Does not fit my screen lmao

                                  Your local coder who is working around the clock to make sure great games are made

                                  Tyller_T 1 Reply Last reply
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                                  • SirBotsS SirBots

                                    @tyller_ Does not fit my screen lmao

                                    Tyller_T Offline
                                    Tyller_T Offline
                                    Tyller_
                                    trusted helpers
                                    wrote on last edited by
                                    #37

                                    @sirbots wdym doesn’t fit your screen? it will only fit your screen if you full screen it (like to the edges), the default si 4:3 which only fits on stuff like ipads (typically), almost all monitors universally are 16:9 which is ~ 640:360, 1000:360 is a completely arbitrary veiwport size, do you mean fit like across the entire screen (not vertically) in the project page? 1000:360 should not fit on a screen evenly in any way

                                    <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
                                    </div>

                                    SirBotsS 1 Reply Last reply
                                    0
                                    • Tyller_T Tyller_

                                      @sirbots wdym doesn’t fit your screen? it will only fit your screen if you full screen it (like to the edges), the default si 4:3 which only fits on stuff like ipads (typically), almost all monitors universally are 16:9 which is ~ 640:360, 1000:360 is a completely arbitrary veiwport size, do you mean fit like across the entire screen (not vertically) in the project page? 1000:360 should not fit on a screen evenly in any way

                                      SirBotsS Offline
                                      SirBotsS Offline
                                      SirBots
                                      wrote on last edited by
                                      #38

                                      @tyller_ Like, have fit the entire screen vertically when fullscreen.

                                      Your local coder who is working around the clock to make sure great games are made

                                      Tyller_T 1 Reply Last reply
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                                      • SirBotsS SirBots

                                        @tyller_ Like, have fit the entire screen vertically when fullscreen.

                                        Tyller_T Offline
                                        Tyller_T Offline
                                        Tyller_
                                        trusted helpers
                                        wrote on last edited by
                                        #39

                                        @sirbots you said 1000 by 360, whats the issue? just try othe default viewport size 480:360 if the game works with that and remove fencing by just upping the canvas size, like if you just want no fencing at first you can do legit just 1000 by 1000 canvas size, 2000 by 2000 should be more than enough, I don’t recommend actually moving the viewport because at sizes at I think 5000 to 10000+ it stops showing stuff some way from the edge of the canvas

                                        <div component="post/signature" data-uid="255" class="post-signature">Check out my chat room project so you ppl can not use forums as chat rooms! https://play.creaticode.com/projects/66f2e1dcd1be43d82b886fbd?version=1 <p dir="auto">
                                        </div>

                                        SirBotsS 1 Reply Last reply
                                        0
                                        • Tyller_T Tyller_

                                          @sirbots you said 1000 by 360, whats the issue? just try othe default viewport size 480:360 if the game works with that and remove fencing by just upping the canvas size, like if you just want no fencing at first you can do legit just 1000 by 1000 canvas size, 2000 by 2000 should be more than enough, I don’t recommend actually moving the viewport because at sizes at I think 5000 to 10000+ it stops showing stuff some way from the edge of the canvas

                                          SirBotsS Offline
                                          SirBotsS Offline
                                          SirBots
                                          wrote on last edited by
                                          #40

                                          @tyller_ Im getting confused.

                                          The canvas size is set to 2800x2800

                                          Viewport size is at 1000x360.

                                          What would be ideal?

                                          Your local coder who is working around the clock to make sure great games are made

                                          Tyller_T 1 Reply Last reply
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