Rain thingy

remixed off of @mountaincode2 and added cool features such as:

  • cool scenery
  • cool bucket layering and interactivity
  • cool upside down pan
  • not-so-cool green droplets that go out of the bucket when a button is pressed by a blue droplet
  • sound effects q^:
fhotos

Hmm, is there a reason you don’t use sprite nesting to keep the bucket parts together instead of those


scripts?

Maybe putting all the bucket parts’ costumes in bucket, then running the touching scripts for each bucket costume? But then, how will the bucket be on the screen? Ykw maybe sprite nesting isn’t so bad
Also, what is sprite nesting? is it the thing with the anchors and stuff?

Ykw maybe sprite nesting isn’t so bad
Also, what is sprite nesting? is it the thing with the anchors and stuff?

That’s hilarious.

Yes, the thing with the anchors and stuff. :~)

I suspected that
edit: Now bucket front isn’t in the front for blue droplets, but green ones apparently?? This is so confumusic

Nice remix! The scenery and bucket interaction are really well done. The sound effects make it even more fun.

Welcome to Snap! have you made any projects yet?

No

I never got anchors either. Regardless of reading about them in the Manual. Alonzo looks weird with green arms. (an example of an anchor)

Manual*

Oh, thanks

I’m not sure what you don’t understand. The basic idea is simple: A bunch of sprites are glued together to make a combined shape. One of them is the anchor; if you move it, they all move together. The others are parts, and if you move a part, it moves relative to the anchor, so they’re still all glued together, but the part you moved is somewhere else in the combined shape. (If you then move the anchor, the part moves with it, staying in its new relative position.) The canonical example is a person with arms and legs attached as parts to the torso as the anchor. Move the torso and the whole person moves as one thing. Move the arms and legs, and the person dances.

The only complicated part is the one that that picture from the manual illustrates, namely, what happens when you turn the anchor. Do the parts turn with it, or do they hang freely from the anchor? In the case of a person’s arms and legs, when you turn the torso you probably want the limbs to turn with it, so the whole shape looks unchanged internally. The canonical example in which you’d want the parts to hang freely is that you’re illustrating a ferris wheel. The wheel is the anchor, and the passenger cabins should stay vertical as it turns.

To tell you the truth, I never remember the names for the two kinds of turning. I just try it one way, and change it if I don’t like the results. All you have to remember is that both options are available to you.

Nested sprites (that’s the name for the whole feature, anchors and parts together) are also useful in some more advanced technical cases. For example, you might want to do IF ON EDGE BOUNCE but have the sprite bounce a little bit before it’s actually touching the edge. So you make that sprite be the anchor for a part that’s a larger version ghosted to invisibility. When that invisible outer part touches the wall, the entire combined sprite will bounce. (You have to use the ghost effect, not just HIDE the outer part.) But you don’t have to understand that to use nested sprites in the more straightforward ways.

Ohh, Okay. I see how that would be handy for all-sprite movement. I just never needed that I guess.

Thank you for explaining it to me :)