This is the rig for me, Skelepound. I use it in every game, animation, or add yourself with me in it. It is controlled by many variables, so try out the rig yourself, or use the rig in a game, click see inside, go to the sprite called 'Skelepound', scroll to the script on the bottom, and put blocks there to change the variables. Then run it, and watch what happens! Also, all of the 'degrees' variables are for rotating me, but they use my degrees system, not Scratch's. SkelepoundX: Moves me along the X axis. SkelepoundY: Moves me along the Y axis. SkelepoundAngle: Rotates my entire body. SkelepoundSize: Resizes my entire body. SkelepoundBodySprite: Changes the costume my body uses. SkelepoundHeadAngle: Rotates my head. SkelepoundHeadSize: Resizes my head. SkelepoundHeadSprite: Changes the costume my head uses. SkelepoundArmLAngle: Rotates my left arm. SkelepoundArmLSize: Resizes my left arm. SkelepoundArmLSprite: Changes the costume my left arm uses. SkelepoundArmRAngle: Rotates my right arm. SkelepoundArmRSize: Resizes my right arm. SkelepoundArmRSprite: Changes the costume my right arm uses. SkelepoundLegLAngle: Rotates my left leg. SkelepoundLegLSize: Resizes my left leg. SkelepoundLegLSprite: Changes the costume my left leg uses. SkelepoundLegRAngle: Rotates my right leg. SkelepoundLegRSize: Resizes my right leg. SkelepoundLegRSprite: Changes the costume my right leg uses. SkelepoundDirection: This flips me. If this is odd, I face left. SkelepoundShow: My visibility. If this is even, I disappear. You may be wondering how to put sunglasses on Skelepound without the SkelepoundSunglasses variable. All you have to do is set SkelepoundHeadSprite to 'Sunglasses'.
Here I will put a changelog of everything I did in each update. All of this is by me, so credits are unnessassary unless you want to see a page with my name written on it approximately 27 times. 1.5 - I have fixed a bug that could've gotten really big in later updates. - The humiliating instructions typo has been fixed. - The instructions comment has been updated. - I updated the project description. - You can now resize Skelepound to as big as you want. - Skelepound can move offscreen smoothly. - Skelepound can resize offscreen smoothly. - The code has been reorganized again. - Optimizations have been made to destroy almost all lag. - A SkelepoundMain broadcast has been made. 1.4 - You can change Skelepound's sprites! - Skelepound's sunglasses are still available, but as a sprite! - I've changed the flipping algorithm a little. - I've cleaned the code once more! 1.3 - A new variable, SkelepoundSunglasses, is added just for fun. - The SkelepoundHide variable is now SkelepoundShow. - The default variables were set to match the name change. - Fixed the bug where rotating Skelepound made his limbs fly off. - Reorganized the code that you're not going to see anyway. 1.2 - Skelepound can now be hidden and shown using SkelepoundHide. - Skelepound's default direction is now left instead of right. - Putting a say or think script in the Skelepound sprite now works. - Skelepound's rig now looks exactly like the Skelepound sprite. - The degrees have been reversed to the default direction. - Flipping Skelepound now flips the angles too. - Entering 1.5, 1.4, etc... in a Boolean will count as 1 now, not 2. - I put instructions in the script people will use to code the rig. - Another version of this update will be made with preset animations. 1.1 - I changed the background. - I organized sprites, scripts, and variables. - All variables will now reset when the green flag is clicked. - It now supports the backpack. - I gave the project a changelog. 1.0 - I created the rig.