@the_true_odst You can do it so it generates terrain nearby the player first, and either while the player is just playing and/or as the player comes near, generate more (broadcasts are async so if you make it so stuff is done using non waiting broadcasts it wont slow down the game much and you can let them play faster)
Posts made by Tyller_
-
RE: Maybe Creaticode knows the issue:
-
RE: I might leave Creaticode soon (actually this time)
@jeffreyrb03-gmail Fun fact, you can still (somehwat easily evenly) get a memory leak in js, I wanted to just say this to someone, but in using a function I had made that clamps a number between two values, I forgot the .x/.y on my references, and calling it every frame to add it to something caused a memory leak (still dont understand why it called them like that, it was just an object that tried to have math done to it, returned, and the value is added to a number, shoulda juts made it NaN imo)
-
RE: I might leave Creaticode soon (actually this time)
@the_true_odst Best of luck! I can provide tips on some stuff, I know JS quite well and in general would recommend very much you learn JS before trying to learn something like C#, especially since creaticode/all scratch related things aren’t that object oriented, so starting with learning the basic object oriented language that all websites have to use (for the browser) should be a priority, or doing unity/roblox lua
Edit: something else, do not be afraid to use ai, but don’t use it all over, just make sure you read the notes on what it writes (I have found that chatgpt is best at doing this and gemini by google will sometimes not explain as in detail) so you are learning from it and understand what it’s doing, that way you don’t just get some code that you put in your project and don’t know how to debug. Also you shouldn’t jsut get ai to do the hard parts and you do the easy ones, if you think you know all the concepts needed for a mechanic, even if it would be hard to implement, try at first, if you fail and want to use ai, you can ask it for a layout for how you’d program the mechanic (so for a acceleration system it would tell you to have a variable for acceleration added to the velocity every frame, not just give you the code), and if you don’t know how you could do some part of that layout, ask it how you would do it in the language you’re working in, it can help you learn new functions quite easily
TDLR of edit: if you want to use ai to help you program, you can use it, but don’t make it program for you.
-
RE: New website I'm working on
@jeffreyrb03-gmail I dont think it’s obfusc ated to make it unreadable intentionally, minifiers willl screw up vairable names but their still functional, if you do have visual studio code (or you can use vscode.dev, which I doubt your school will have blocked as mine doesnt) you can use the rename symbol function to go through and deobfusc ate, since it detects the scope (The reason to use it instead of renaming in symbols on your own is because compilers/builders will use same variable names for minified names often, but this preserveas scope), and Ik you dont have to read that code, but its a good trick to know (I only know it cus a small game I found that’s an electron app has a good small modding community, and the mod loader has a patch system for the bundle, so I had to learn how to read/make bundles more understandable)
PS: I have had to add a space in the middle of the second half of obfusc ate because it triggers the filter
-
RE: New website I'm working on
@jeffreyrb03-gmail I get this, if you haven’t (I think you probably have) you can either open that in a web browser side bar, then control a and control c the entire script since the web browser adds indentation to it in the script preview, or you can use something like npx prettier to make it readable (readable as in with new line characters and spaces), though I don’t know if your school has stuff like visual studio code blocked.
Google probably has their source page like that to format the search urls to have tracking stuff (or if google doesnt shove it in the url, probably session storage or just sends it straight to the server, or probably both of the latter ones)
Also what you can do for server testing (though ig you said you didnt want to use a server but just something to note if you ever want to switch to a server system) is use ngrok to expose your ports, ngrok is a free reverse proxy for development testing, and it’s limits are quite generous (doing some math says its monthly limits, if it was used constantly, are about 1 TCP connection, 1 TLS connection, and 4 http requests every 10 minutes or so, if used every 10 minutes for a month to do one of those, which is very generous for development purposes)
-
RE: @tyller_ Chat Room project thing
@c I’ll go fix that, I have the default message setup to notify some people of reports and must of messed it up in the project side
editing this cus I fixed it in like 4 minutes, it seems that the only way you could of gotten that is if it saw your user id as blank, for my alt I have a placeholder setup since I haven’t used it in a while so I haven’t gone to get its user id to set it. I left the place for the user id blank, so I just tested and if the user id is nothing it’ll detect your user id as being for my alt, I have made it so it has a dummy value, but it’s weird that it ever triggered since it would require your user id to be nothing.
Something else, I didnt realize you could make a world without a password and name, I thought I probably would of thought about that but I r have realized I didnt, I jsut made a world manually (via editing the sheets data) to have one
edit 2: I’ve also made it so it trims world names so you can’t make worlds with spaces/whitespace for names
-
RE: What is this?
@info-creaticode That sounds amazing! I think I sometimes will try that with people in classes at my school, though (maybe like what the ai could be like) I’ll sometimes just give the answer if they really don’t understand
-
RE: What is this?
@sirbots a quick google says it’s probably makes it more professional/better at solving errors, I found that being socratic means you ask questions that make who you’re talking to think more, helping you to understand/process what is happening in your program more in depth
-
RE: VR?
@jd131111 if you want I can give you an example for hand tracking I’ve done, it’s a bit laggy but works (it maps hand detection to 3d, the issue is that it takes a lot of processing moving 46 points every frame for both hands)
-
RE: VR?
@c that happens when the detection isn’t working, if you really try you can see that if you move your face out of frame nad then back in, you’ll see placeholder/debug joint spots (orange and blue dots connected by white lines) from one of the body part detection blocks
-
RE: So, There is a bug here. Can anyone fix it?
@sirbots Im curious, was it misplaced blocks elsewhere? or did you accidentally set something like box or the change thing to something else
-
RE: So, There is a bug here. Can anyone fix it?
@sirbots can you add a thing to draw a circle on the target? does the bot appear to be not moving anymore/on the target when its going down slowly? whats the distance showing (rounded)?
-
RE: So, There is a bug here. Can anyone fix it?
@sirbots yes, do that or just copy the distance block and put it in a varibel set in the forever loop, then set so that variable is shown, or just make it say the distance in the forever loop. The intent is to see whats changing with teh distance
-
RE: So, There is a bug here. Can anyone fix it?
@sirbots copy and/or take the distance block and make it so a variable sets itself to the distance (or make it say the distance) or just drag it out, that way you cna see what hte distance is each frame
edit: The only thing I can think of rn is maybe you mixed up cos and sin (like got them backwards) cus I dont know that off the top of my head
-
RE: So, There is a bug here. Can anyone fix it?
@sirbots try adding a console.log or set variable to with the distance block, I dont see an issue here sso that’s the main way to debug
-
RE: using the "pen" to create smoother lines
@jeffreyrb03-gmail yeah if you copy a block and edit its name to something invalid it’ll show that, pretty sure any block that actually renders means it does have a texture or something about it defined
-
RE: Add blocks for detecting mobile devices/touchscreen
@jeffreyrb03-gmail yeah but with some touchscreen it allows for mouse and touchscreen, so maybe header blocks for when touchscreen started and when non touchscreen started? or just a booolean for if touchscreen is in use (whether last press was mouse or touchscreen) then manually detect changes and run scripts (toggling joysticks etc)
-
RE: Add blocks for detecting mobile devices/touchscreen
@jeffreyrb03-gmail I dont think you can directly detect touchscreen but you can definetly detect if its mobile (like you said with user agent) because devices might not broadcast touch screen support, though you could detect as soon as a touch is detected, though I think you have to detect touch differently than mouse clicks (pretty sure) so you can even detect if touchscreen was last used
-
RE: Messing around with Brain.js
@jeffreyrb03-gmail how much training data are you using? I might try brain js for some stuff if it isn’t that computationally heavy
-
RE: Drop game simulation
@flores-yorkshireacademy do you mean reattach the child parent link? I don’t fully understand but I can understand how they have it setup currently.
After thinking a little bit more, do you mean a link like a rope system where it can dangle from the object representing the drone
-
RE: ngl, the remote edit is a great feature.
@jd131111 It used to be premium only but they changed it
-
RE: New website I'm working on
@the_true_odst all websites have to use javascript, I dont know how much you have to use html stuff for drag and drop so I can’t answer that, but for main functionality it has to be js
-
RE: Is this VR?
@c hands would be very hard, I can think of a hypothetical where a browser extension sets data or what I have thought about for controller integration (or scuffed really) a program (or ig extension would be easier to more specifically spoof) moves your mouse to a mouse x / mosue y position based on controller rotations and presses keys for key presses, then a sort of library sprite that interprets this, Ig an browser extension would be best for this sort of thing (if it was ever made) since it could spoof decimal values for mouse x mouse y
-
RE: Age Block?
@jeffreyrb03-gmail I think that an age restrictions should be on the main project page, since stuff in the editor is related to building, and everything the developer can access on the project page is related to publishing (description and credits and title are mainly only on there, title would count as coding for organizing) so age restriction should go there, the viewport and canvas sizes are also not related to publishing
-
RE: Is this VR?
@jd131111 well no, with vr your headset either does a lot of computing for the cameras, and/or has yaw pitch rolll sensors like your phone does
-
RE: Is this VR?
@jd131111 hypothetically you could link the camera to your pc, since all vr headsets need cameras to make the movement work (pretty sure, Idk if motion detectors are that accurate though ig your phone can detect full pitch yaw and rot, and it seemed pretty accurate when I tried mine) so maybe there’s an app that’ll let you do that?
-
RE: How does one use vRoid in CreatiCode avatars again?
@info-creaticode that topic is locked/shows access denied for normal users (mentioning this so other people don’t have to if they have the same question)
-
RE: PenguinMod block suggestions
@mod-squadacademy-1bc96c56 well you can somewhat do it, it lets them move off the veiwport (which is effectively the screen) even though it’s technically not no fencing it still just lets sprite move out of view of your camera, the only issue is you can move the veiwport and then the sprites that were offscreen can be seen at the edges fo the canvas, but if you don’t move the viewport and use variables for x y (so the canvas border doesn’t affect stuff) you can do that.
I do have a better project for an example of no fencing, instead of just using it to do a grid I use it to let zombie ai’s with a physics body move offscreen (it moves everything when the player moves) and there is no way to tell that they do technically hit hte canvas border’
edit: I think the project I sent was just a bad example cus I used canvas size only so zooming in a lot wouldn’t show you the edges of other blocks when you’re moving a bunch, the canvas size isn’t the size of your screen, it’s how big hte fencing is, canvas size is the fencing size and viewport is the screen size
-
RE: WOC Update Log
@011830-0a42ef84 he said he made the viewport 1000 by 360 and the canvas 2800 (assuming he means 2800 by 2800) the default viewport isn’t square, and 1000x360 is still a rectangle, just a really long one, this doesn’t help you fit more ui element’s on screen, to put that into perspective a modern phone has about a 20:9 aspect ratio (atleast mine does), I never said the map should be square (but those borders have to be a rectangular shape and the edges can be going into the play area where stuff is allowed)
-
RE: WOC Update Log
@sirbots 1000 by 360 will either shrink the vertical height thus making it worse, the full screen when you press the full screen button fits to your browser window which is 4:3, if you want entire screen full screen (this excludes the green flag bar) its 640 by 360 which is 16:9, 1000 by 360 is a 22:9 screen ratio which is not good for really anything, you should shrink your ui elements because if you’re running out of space to do stuff, expanding the viewport doesn’t work because unless you have like a 100 by 100 or 200 by 200 viewport, it won’t give you more space, your device has to crop it down making ui elements even smaller, it’s not user friendly and doesnt fix the issue because the ui elements are the same size relative to everything else, it’s just now everything has to shrink itself weirdly
-
RE: WOC Update Log
@sirbots veiwport size as 480 by 360 unless you always had it as 1000 by 360, why did you make the viewport size 1000 by 360
-
RE: WOC Update Log
@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
-
RE: WOC Update Log
@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
-
RE: WOC Update Log
@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
-
RE: PenguinMod block suggestions
@sirbots thats different from
how? you can just up the canvas size however (though at like 5k it does not like it and stops rendering some stuff in one directoin, I find 2k or 2.5k best) an exmaple of a project I have where I only use the canvas size to remove fencing is https://play.creaticode.com/projects/662a70eaaf2b57d41a380803
it’s literaly the same logic as any 2d grid game but in scratch and w/o fencing -
RE: Changing background color in sprite creation
@mod-squadacademy-1bc96c56 you can suggest that, unless creaticode checks back here and replies then it’ll prolly be added, it’s really easy for suggestions to get added, just make a suggestion and if it could be seen as not that wide use then provide a reason why it’s not a super specific use case
-
RE: Changing background color in sprite creation
@info-creaticode I think he means the blank (the gray white grid) background in the costume editor
-
RE: WOC Update Log
@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
-
RE: PenguinMod block suggestions
@jeffreyrb03-gmail battery stuff is pretty specific to mobile devices (ig laptops too but still) logged in can be done by checking if the user id is guest I think (something similar to that) multiple timers is useful, in some places you can use \n for new line idk about tab though, mouse scrolling is iffy cus that only works really in a wait until block since (at least) most mouses don’t scroll smoothly persay, they scroll in intervals which you can see by the when mouse scroll variable hat block in creaticode, list as js array is useful, there’s already an is number in creaticode, mobile is meh but ig somewhat useful, an issue with clipboard is (at least on apple devices) they prompt the user with a pop up saying paste to access it (Ik from vscode.dev that if you click off of this it fails to paste), I can understand clipboard adding for easy copying save data but with the save data to cloud its only really for sharing, the clipboard item is very insecure if it does/did work cus why does your project need their clipboard? they can just paste into an input field for you, is sprite visible ig is sorta useful, stretch is probably useful, project in iframe is somewhat specific cus even if you’re using an iframe you may not want different functionality but i Cna understand it
-
RE: I made Infinite Craft in CreatiCode!!
@jeffreyrb03-gmail you should use the save data for stuff, that lets you not let chatgpt do different words for different people (how infinite craft works) and would let you have it check if the word already has been used and tell people they were the first to make that word, plus it wouldn’t have the technical limit of databases
-
RE: Make a number negative (operators)
@mod-squadacademy-1bc96c56 The editor has blocks for regex support and reading url parameters among other things, there is so much stuff added to the categories it’s very easy to miss some very advanced/useful features.
Edit: I meant by checked out gone through it and really looked at all the blocks, I’ve assumed you skimmed through it a bit.
-
RE: Make a number negative (operators)
@mod-squadacademy-1bc96c56 have you checked out hte editor? They have regex and url param stuff aswell
-
RE: Make a number negative (operators)
@011830-0a42ef84 the best way is 0-abs(number) or just 0-number
-
RE: WOC Update Log
@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”:
- the sensor detects the player and needs to broadcast “behind player”
- It adds “5|behind player” to the “action queue” list
- It broadcasts “behind player”
- All the clones of the bot receive “behind player”
- 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)
- If that broadcast is for them (or they have one queued) then they do what they do for the “behind player” broadcast
- 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
-
RE: WOC Update Log
@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
-
RE: Feature Suggestions: Integration of Scratch Addons
@mod-squadacademy-1bc96c56 creaticode already removes the clone limit, the crash was cus you should not make clones run forever loops without screen refresh especially if you’re going to do a metric ton of calculations every loop to determine what costume that clone should have and what offset it should be at, it’s a good example of how you can remove fencing effectively and the uses of it (I can give link to show it, I Think I had even cleaned up and split code among multiple sprites, I have a bad habit of putting all my code in single sprites unless it’s that much of an inconvenience to do so)
-
RE: Feature Suggestions: Integration of Scratch Addons
@mod-squadacademy-1bc96c56 ig yeah it isn’t exactly fencing off, but it lets you put stuff offscreen, I do it in my 2d block game (I had 2d minecraft but I messed that up and forked it and fixed the little bug where I tried running a forever loop without screen refresh in over 300 clones) and I literally just treat the canvas size as removed fencing, you don’t need to move the viewport since you can just set canvas to like 2000 by 2000 and stuff can go offscreen, then you can use variables for positioning (unless you have th player sprite moving just change the x y positions of everything else instead of storing everything else’s x y in variables and then drawing them with that x y minus the players)
-
RE: How do I delete an account?
@011830-0a42ef84 I think they meant to say you can email it thoruhg your accounts email