ive tried to make fast games in snap many times before
example: making a game entirely inside of a list: textopolis
but now i had another idea a game with all its data in a table using the pen to draw all the sprites
here's the link:
ive tried to make fast games in snap many times before
example: making a game entirely inside of a list: textopolis
but now i had another idea a game with all its data in a table using the pen to draw all the sprites
here's the link:
Wouldn't that be slower, to draw everything with the pen?
no i use the stamp function
just look at the code and you'll see what i mean
it is probably faster just to let snap render everything on its own
also, i can't figure out how to use the blocks
you give no tutorial on how to use it and it isn't clear just by looking at it
also, some command blocks should be reporters imo
you are also using input boxes (not incorrectly, but) in a way that could be improved.
instead of having to type the sprite names, why not just click on the input and choose one?
Ok I’ll add a tutorial
and also the reason I made it render with pen is because
clones and extra sprites always make snap lag
this fixes that
Clones yes, that’s always been my biggest issue with snap. Clones aren’t optimized at all. You can’t have more than like 4 active at once without a project crashing or freezing.
Other sprites? No, I’ve never had a time where making like 20 sprites to use as clones are slower than making 20 clones to use
And yeah pen is faster but it’s much harder to use than making duplicate sprites
yeah but my custom blocks will make it much easier
And how so? Would you mind making an example project using these blocks so I know what I’m doing
Never mind I do understand, only issue is that the sprites flicker quite alot
yeah I’m going to fix that very soon
sure that could help
I added a change by block too for convenience
Looks like you forgot to warp one of the scripts lol. That’s why it was slow
Why do you need “turn current pen trails into a costume” that seems to be causing the flickering as it’s trying to turn into a costume that doesn’t exist
You forgot to warp the code inside forever loop drawing code. So the “for” loop was animating
Warping the code in the forever loop fixes the flickering
Also as a tip, the turtle sprite sets its inside color to be the pen color, that could be one of the issues
scan for sprite named []
can be optimized by reporting when the sprite is found. The sprite position
variable would no longer be necessary and the sprites in the list that are after the found sprite would not be scanned.
Also it looks like costumes don’t work at all
About the sprite thing, what’s wrong with
I’m going to add that to my version
Add what
What’s up with the “for” loops in the sprite create block?
I updated my version to fix a lot of bugs and remove unnecessary code
There’s TONS of new stuff in this update!
Added support for directions
New “direction” option in “get” block, “set” block, and “change” block
New “direction” input for making new objects
New “move steps” block
New “position” option in “get” block drop-down
New “delete (obj)” block with “all objects” as a special option
New “point at” block
New “go to xy” block
New “have (obj) go to (sprite)” block
New “tell (sprite) to go to (obj)” block
The “have (obj) go to (obj)” block now supports lists in the second input
Removed unnecciary code
Warped some blocks
Make some blocks faster
Renamed internal blocks
Added support for sprite sizes
New “size” option in “get”, “set”, and “change” block dropdowns
New “ask” block
New “is (obj) touching (obj)?” block
New “is (obj) touching (sprite)?” block
Deleted “point at” block (redundant)
Deleted “go to xy” block (redundant)
Rewrote most block definitions to be super small
As an example
New “type of ()” block (used to make the definitions this small)
New “become (obj)” block for sprites (more of a backend)
New “does (obj) exist?” Block (more of a backend)
New “return” block (only backend)
Added support for sprite layers
New “make (obj) go to layer” block with front and back as its special options
New “layer” option in the “get” block