Last modified: 11 Apr 2019 My second attempt at a PUSHY project, mostly worked on in 2018 and touched a few final times in 2019. It still has sprites from 2016-2017 from the first attempt of Pushy if you look inside, and overall is very glitchy. So why does it say scrapped already? This was my first archive project, but I unshared it at some point for unknown reason. I eventually made the PUSHY-like game I so desired in 2020, albeit as a standalone game, Stonebot Adventures. My third Scratch attempt in 2022 was the most successful after using what I've learned: https://scratch.mit.edu/projects/622811817/ Because I've grown so much since then, here's a reflection on this project: First off, art. The 2016-2017 stuff sucks, no doubt about it. They always had this knockoff-kind of quality. The 2018 stuff was better, but the elements that try the hardest to imitate their original counterpart just look off as well. In the end, I stuck to the game files for the elements on Scratch, and added more of my own spin to the elements on Stonebot Adventures. The box collision is meant to be like Sokoban, but it is absolutely not good. It relies on Scratch's touch collision, but that not only requires Turbo Mode, but basically means there must always be a delay since Scratch must see the sprites actively touch. How did I solve this in the most recent attempt? I stopped relying on touch collision, and instead used a list. In the list, each of the 88 items correspond to a tile on the game. That means you can just perform basic addition and subtraction to check the tiles around you or move to them. I also wanted to add the clock tile. It was an element meant to introduce the stress of time. It starts ticking once you touch it, and you are frozen once it goes around. This was directly inspired by the clock in Pushy Bros (German-exclusive), and the timer element in Pushy (iOS). It works mostly as intended apart from that you can touch it by being adjacent to the tile. But I eventually realized time is a pretty cheap way to add difficulty, and went against the idea of getting to take your time. Yes, that mean Pushy went against its very own philosophy. So no more clocks, even in Stonebot Adventures. The thumbs-up and thumbs-down buttons were original to Pushy (iOS), but inspired by Pushy Bros. They invert when you step on them. The idea was that they must all be thumbs-up before you can win. This also works as intended, but I realized it can be cheated once you perform a procedure based on math that I don't know how to explain. I still kept this element in Stonebot Adventures, but I looked to Pushy Island (German-exclsuive). I added a new condition that they transform into walls first, and you must then press a third button to invert them. That button is one-time use, and more can be added if desired, so it keeps the original idea in a way. In the end, this project isn't really good, but at least it represented as effort to learn from my past mistakes. Those efforts did fail, but I tried again and it worked.