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(AiWE) Play it Safe

THthinkingwithshifting•Created January 4, 2023
(AiWE) Play it Safe
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Credit to @Jacobkenndey (microgame idea + sprites), MalamiteLtd (original microgame from WarioWare: D.I.Y.), and @TheScarfedStickman (idea of TV stage). Yeah, these delays only get longer and longer. Not sure how long they'll get, but hopefully not any longer. Anyway, here's how it works: - There is a safe on the screen. - The objective is to reach the prize within. - The layers need to be destroyed by clicking on them repeatedly. - Once the prize is reached, however, care must be taken as to not click any further. - If the prize is clicked, it'll break, resulting in a loss rather than a win. - Level 1: Inside the safe is a layer of wood that must be clicked two or three times. - Level 2: There is now a layer of concrete before the wood that must also be clicked two or three times, and a layer of glass before or after the concrete that must be clicked once. - Level 3: The area is dark, and the safe is no longer in the center, requiring the use of a flashlight to find it. Inside the safe are one to four fragile layers that must only be clicked once each. [BEGIN DEVELOPER NOTE] = ASSETS = Besides the commands and stuff, this microgame has 49 costumes and 2 backdrops. = ID = No scripts rely on the microgame ID. = INTEGRATION = Becuase this thing took so long, I'll give a full rundown like the first time. If needed, I have a backup. To integrate this into a full project, the following must be done: {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 these: the two sprites that start with 35, the backdrop named 35n, the music named 35n, the if-loop script in Stage, and the index-related costumes in the backdrops as well. - You can download/backpack the command in the Actions sprite as well, but we'll worry about that one later. - Next, export all of them in their proper places. - The sprites, backdrop, and music should be obvious. - The broadcast script goes in the long chain of if-loops in Stage. - The thumbnail goes in the Index sprite while the caption goes in the Captions sprite. {IMPORTANT: Update the microgame count.} - Thirdly, I don't really mention this one in the developer notes. But now that it's relevant, update the microgame count and the areas commented in Stage. - You might notice the loading screen is weird. The loading percentage is calculated by _bar_ divided by _barmax_, and by updating those areas in Stage, you just made it possible for _bar_ to exceed _barmax_. So, 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. It has a comment attached to it. - 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.) - Fourth, we think about what lists to add the microgame to. Did you see the chain of list blocks in the leftmost area of Stage? Those determine the microgame's control type and length. You use the list blocks to add the microgame ID to the corresponding lists. - Normally, you wouldn't need to add anything in this case. This is a short microgame with mouse controls, and those are the default settings. {If applicable, add it to one of the speed lists.} - Remember how the microgames in Normal Mode spawn accordingly to speed? You will have to 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 (35) to [??? v]" block into the "shuffle lists" custom block in Stage. The blocks there are grouped by list and sorted by ID. {Import the command into normal Action.} - There are two sprites for Actions in JacobWare: Action and Action 2. Action is used for the generic commands, the ones that are always the same and never change. Action 2 is where you script special behaviors for the command. - In this case, the command is perfectly normal. So, just put the command in the Action sprite only. {Import the 1 extra [safe] script in Stage. The local timer controls the slight fade of the lights.} - Extra scripts are usually located to the right of the chain of if-loops. {If applicable, update the credits.} - Lastly, there's the credits. Handing that one is a bit tricky, so just 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 Lives + Sensor sprite in there as well. [FINISH DEVELOPER NOTE]

Project Details

Project ID783747741
CreatedJanuary 4, 2023
Last ModifiedSeptember 17, 2023
SharedFebruary 12, 2023
Visibilityvisible
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