@greeniwastakenyt said in Creaticode AI v4 help:
what does socratic mode do?
Hi, you can actually ask XO this question:
@greeniwastakenyt said in Creaticode AI v4 help:
what does socratic mode do?
Hi, you can actually ask XO this question:
Our current focus is on AI-related learning and coding tools. We will continue to make XO (the AI assistant) smarter and add more AI blocks.
Other than that, we work on a list of features requested by users (many from this forum), such as addons/extensions, new 3D models, UX optimizations, etc.
Feel free to make new suggestions!
Please share the prompt and screenshot. It should be working fine, but there may be a longer waiting time when there are many image generation requests queued.
You are right. Currently there is an issue if you click the block directly in the palette. It will be fixed in a day or two. For now, please drag the block into the editor to run it.
Thank you
That feature is originally meant for users with disabilities. But it has been abused by some students, which distracts these students from learning instead of helping.
So we have taken it down for now. We will restore it when we have added additional safeguards against abusing users.
I looked at your “Sprite1”, but there is no “create clone of myself as [polkadot]” block in that sprite. Can you double-check on that?
Maybe it is a good opportunity to learn how to debug? Here are 2 tutorials that should be helpful:
Yes, it usually takes 24 hours for the index to be fully updated.
Looking at your code, 2 questions come up:
Are you sure those clones with clone ID of “CB1” and “CB2” are both created?
Since the code under “when I start as a clone” is all the same except the clone ID, why not use an “or” block to check both conditions?
That’s true. It can be hard to use when there are many different layers.
How about 2 new blocks?
go to layer [LAYER]: LAYER can be any number between 0 and 100
my layer: a reporter block for current layer
Keep in mind that the layers are relative, and there is no concept of “layer 0”, “layer 1”. What do you expect the value of this new block to be?
The code should work. Can you provide a project link where it doesn’t work for you? And what do you mean by “doesn’t work”?
You can ask XO about it. Here is an example prompt:
write a program to find out the third digit after the decimal point for a number
Can you explain the question with an example? It’s not clear what you are trying to measure.
If you ask our AI assistant, you should be able to find out the issue:
Our original example was using “body rotation speed limit”. I guess you picked the wrong block?
@the_true_odst said in New block: Round by {number}:
What about a new block?
Well, it will be a bit confusing with 2 “round” blocks. Also, as shown, it is fairly easy to work around it, right?
Yes. And another issue is that the round block is from the original MIT Scratch, and we try to keep those blocks unchanged for compatibility.
Another way is to scale it up by 100, round to integers (so get rid of the tiny noise value), then divide it by 100:
Points taken. This layout was used when there weren’t a lot of user projects yet. We will redesign it to make popular user projects higher on the page. Thank you.
In that case, you can use a forever loop to turn the avatar towards the direction of the camera (its “H-Angle” like this:
Please take a look at this tutorial:
https://www.forum.creaticode.com/topic/312/3d-a-maze-game-difficulty-3
Unfortunately, we are using the NodeBB project for this forum, which does not support such customized notifications. There are some settings you can change in your own setting page.
We can look into adding some new gradient patterns. It will still have 2 colors, right?
We will look into how to allow each user select a different theme on the forum.
For inverting colors, do you mean inverting the color of the costume of all sprites? It might not be straightforward.
Can you share a project link that shows the problem? Thank you
@the_true_odst said in Maybe Creaticode knows the issue::
point towards mouse-pointer” is a bit buggy
We’ll look into that.
In that case, you can skip that whole process when you debug the issue since it is unrelated to the issue, right?
@attractive-milk @The_True_Odst
Thanks for the feedback. It appears to be an issue related to computer speed and network latency between the 2 of you.
We will give it more tests and try to improve the performance.
Can you pinpoint which block should trigger the “faded version” to appear? And does that block get to run or not?
You can try to use the “print to console” block at a few critical points to help you track the program flow.
Also, it is not clear why this project takes so long to load. Maybe you can make a copy of it, delete all sprites/code unrelated to the hanger, so that you can start it quickly as you debug.
How about increasing or decreasing the value with the scrolling wheel on the mouse?
Please try again. The issue should be resolved now.
The Sun is the center of the solar system, but many people do not know that the Sun itself is traveling across space at a very fast speed (about 137 miles per second!).
In this tutorial, you will learn to build a simulation of the solar system as it moves in space. It will be a good practice on a few key techniques, such as parenting, transformer node, glow layer and trail mesh.
Log into the CreatiCode playground, and create a new project. Remove the “Sprite1”, and rename the “Empty1” sprite to “Scene”. This sprite will be used as the starting point.
There is no 3D scene for the space. However, we can achieve that in 2 steps:
We can also add a 3D axis temporarily as we develop the program.
Here is the code:
This is what the stage looks like.
Note that the 3D axis looks quite small for now, since when the sky type is set to the starfield, the camera is zoomed out by default. This won’t be an issue, since we will add a new camera to replace it later.
The rest of the program will take 3 steps:
We can easily sequence these events using 3 messages like this:
Make sure you use “broadcast and wait” for the first 2 messages, so these 3 steps are taken one at a time.
Next, add a new empty sprite, and rename it to “Sun”. In that sprite, when it receives the “add sun” message, add a yellow sphere to represent the Sun:
Note that we are giving it the name of “sun”, so that we can select it later.
Since the Sun will be moving in the scene, we will use a “follow camera” to follow the Sun:
You can adjust the distance and angle of the camera as you wish. Set its direction lock to “free” so that the user can drag the pointer to change the view angle.
To make the Sun glow some yellow lights, we need to set its emission color to yellow (by default, it is black), and then add it to a “glow layer”.:
Now there is some glowing yellow light around the Sun:
To clearly show that the Sun is moving, we will give it a “tail” using the trail mesh:
The trail has the same color, and it is added to the default glow layer as well. We will see its effect once the Sun starts to move.
To test what we have so far, we can make the Sun move forward when it receives the “start” message. Don’t worry about the planets for now. Add this to the Sun sprite:
Note that we need to select the “sun” object first before setting it speed. This is because the active “sprite object” in this sprite is the trail of the sun, not the sun object, as we added the trail object after adding the sun object.
After this step, the Sun will be moving when we run the project, leaving a trail behind it:
Now let’s work on the Earth. Add a new sprite and name it “Earth”. In this sprite, when it receives the “add planets” message, add a smaller blue sphere and move it to the right along the X axis for 200 units:
Now we arrive at the most challenging question of the project: how to make the Earth moves together with the Sun, and also orbit around it?
An immediate answer is to use parenting. If we make the sun object the parent of the earth object, then as the sun moves, the earth object will move as well. Also, if we make the sun object spin around itself, the earth object will orbit around it.
However, there is one issue with this solution: the orbit speed of the earth object is determined by the spinning speed of the sun, so if we add the Mars later, it would orbit around the sun at the same speed.
The solution is to add another intermediate object to help with the orbiting movement. Let’s call it “earthparent”. So the “sun” will be the parent of “earthparent”, and “earthparent” will be the parent of the “earth” object:
After this step, the sun will make the earthparent and the earth move with it (we will add the orbiting behavior later).
We will apply the same code as the sun to make the earth object glow and add a trail to it:
Now we can clearly see both of the sun and the earth moving:
To make the earth object orbit, we just need to rotate the “earthparent” object:
Note that they are moving along the Y axis, so the rotation should be around the Y axis as well:
Since the code for Mars will be very similar, we will first duplicate the Earth sprite to a new sprite named “Mars”. Then we have to make a few changes:
With all these changes, now we have a complete simulation:
For some extra practice, here are some ideas to enhance this project:
We will investigate now. thanks for the heads up.
Maybe you can try these ideas?
You can generate any costume you need using the AI image generation tool: https://www.forum.creaticode.com/topic/1154/search-or-generate-sprite-images-using-ai
You can also tweak them using the “generate variation” tool: https://www.forum.creaticode.com/topic/1876/ai-editing-images-generate-variation
That’s a great idea. We can combine it with this earlier request: https://www.forum.creaticode.com/topic/1793/feature-request-better-thumbnail-control?_=1743099954928
Thank you
Please give it a try. I would love to hear your feedback. It is always a challenge to know when to give out the answer and when to hold it back, even for human teachers. Our current setting is to make the AI keep providing more hints when the user struggles. Hopefully, that will be good enough for most situations.
Unfortunately, fake blocks may always exist due to AI hallucination.
You can easily spot it when the block image shows up as red in the XO chat window. When that happens, you can just tell the AI that this block doesn’t exist and make it try again.
Yes, it is a new mode we are introducing, where the coding assistant will not directly provide answers, but rather guide you with questions and hints so you can learn to solve the problem yourself.
Problem confirmed. It seems this is because this project is getting too big. It is over 145M when exported. You might need to consider using smaller clips or fewer sounds.
You mean it does not play sounds that are longer than 10 seconds?
Do you have a project for us to look into?
@sirbots said in Anyone having issue with sound blocks not working?:
The stage sound blocks are not working in the Stage
The sound blocks work in the stage as well. It might be some other issues. Can you post a project link?
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