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(AiWE) Color Schemes (remix)

THthinkingwithshifting•Created October 10, 2022
(AiWE) Color Schemes (remix)
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Description

Credit to @Jacobkenndey (idea of YouTube and partially microgame idea), Nintendo (microgame idea), @Kitlanna (sprites), ZeptoLab (sad sound), various Flash games (yay sound), Mysteriez! - WellGames (color change sound), and @AidanMaherVGCP90 (idea of TV stage). Don't know what to say here. A microgame's a microgame, and there's nothing super special about this one. It's listin' time: - Simple and slightly dynamic backdrop. - Circles are now animals that can be neutral, happy, or sad. - Level 1: There are four animals. Half are red and the others are blue. - Level 2: There are six animals. Half are red and the others are blue. - Level 3: There are four animals. One is red, one is blue, and one is yellow, with the fourth being an extra. - Changed color-change sound effect and added win/lose sound effects. - There is now a losing outcome like with the original D.I.Y. microgame. - Animals now tilt left and right, and pulse upon winning. - Remixed music. I was a bit more experimental with this one. - Combined six sprites into one and combined all six variables into a list. [BEGIN DEVELOPER NOTE] = ASSETS = Besides the commands and stuff, this microgame has 26 costumes and 0 backdrops. = ID = No scripts rely on the microgame ID. = INTEGRATION = A bit less guidance for this one since the first one went well. There is a new thing here, though, so read carefully. Backups haven't gone extinct: https://turbowarp.org/744336708/ Here's the steps, listed with their corresponding generic line: {Import these as normal: the sprite, the backdrops, the music, the broadcast script (into the chain of if-loops), and the practice menu costumes.} - Download/backpack the "31 - All" sprite, the music named 31n, the broadcast script (a.k.a. if-loop script) in Stage, and the index-related costumes in the backdrops. No backdrop named 31n, it's just not needed. - Again, we usually worry about the command later. No idea if you fully read the instructions or go step-by-step, but I recommend reading them fully. - Export them and put them in the proper places. As a reminder, the broadcast script goes into the chain of if-loops in Stage. {Import the 1 extra [Color Schemes] script in Stage. The local timer controls the turning and pulsing.} - This is the new one. Normally, this is last, but since it's new, I moved it up here. - Extra scripts are usually located to the right of the chain of if-loops. {IMPORTANT: Update the microgame count and relevant stuff.} - Update the microgame count and the areas commented in Stage (the backdrop amount and sound amount). - Show the _bar_ variable and wait for the loading screen to complete. Then, go to the Score sprite and update _barmax_ to what _bar_ currently is at. - Then, run the "detect edges" block in the Captions sprite during the loading screen. {No need to add anything to the lists, this is a short game with mouse controls.} - Self-explanatory. {If applicable, add it to one of the speed lists.} - Add the microgame ID to one of the lists named "1st", "2nd", or "3rd". - "1st" is the list of microgames with no speedup, "2nd" is the list after the first speedup, and "3rd" is for after the second speedup. - Add in the ID by inserting an "add (31) to [??? v]" block into the "shuffle lists" custom block in Stage. {Import the command into normal Action.} - Self-explanatory. {If applicable, update the credits.} - Again, go to https://scratch.mit.edu/projects/592193207/ and transfer the Fade sprite. You said that it takes too much space to backpack, but that's what exporting is for. - Transfer the scripts for Intermission and the 29 - Order sprite as well. [FINISH DEVELOPER NOTE]

Project Details

Project ID743323198
CreatedOctober 10, 2022
Last ModifiedJanuary 4, 2023
SharedOctober 12, 2022
Visibilityvisible
CommentsAllowed

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