No, I’m not from spain.
oh, ok
Now that Snap! 12 is released, should we do a rebase or a merge? Merge would be easier since you can merge and merge (thus I can make a PR for it). @d016
I don’t know. I might migrate Split! to a userscript! (I have a Sparkle addon for that, but it’s incomplete and the block symbols are going to take FOREVER)
Still would be nice to merge with Snap! 12, to get new features fpor the people on the fork and to provide a better thing to make the userscript off of.
How is this such an inconvenience? The only changes I noticed in 12 were dropdowns in the settings and plus icons added to the costumes. Well, again, I’m likely not aware of all of the updates.
you didn’t notice three new libraries?
12.0.0:
- New Features:
- global zoom setting (“magnification”), scales everything seamlessly
- new interactive “Magnification” dialog in the settings menu
- magnification gestures: shift-scroll on Logo zooms, shift-double-click resets zoom to 1
- new “zoom” api configuration key
- templates
- marking a starter project / puzzle as “template” removes its name when loading it (and lets users create their own projects based on the template)
- projects based on a template let the user restore the visibility of global blocks in the template palette
- template-projects can store their magnification level, block fade level, blocks zoom, language, design and theme and propagate them into the projects that are created from them
- template-projects always open in edit mode (but still auto-run unless supressed)
- “generate puzzle” automatically turns the project into a template
- tutorials
- open and run a scene inside a separate modeless window
- new “Tutorials” library for positioning and scaling the tutorial window and interacting with the editor
- “scn” extension category for cloned scenes and tutorials
- new “scn_scale(num)” extension, scales and animates a launched tutorial, reports the scale if given no number or zero
- new “scn_exit” extension, closes the tutorial dialog and redisplays the scenes in the corral
- new “scn_position(pane, x, y)” extension, positions the tutorial dialog into the specified pane
new “scn_dimensions(pane)” extension for observing whether ide or tutorial panes have been resized
new “‘meta_current(asset)’” extension for tutorial needing to access the IDE for the current sprite, stage, scripts, category or tab
unringed blocks as data
new “expression” selector in block-attribute (metaprogramming) reporter
enables expressions (unringed blocks) to be CALLed and RUN
enabled unringed blocks to be shown in and dragged out of speech and result balloons
graphics & visualization
drawing and writing on sprites: new “(paint) on (surface)” command primitive in the pen category
new “pen_path(points, [fill, close]” extension for drawing precise, filled shapes
new “Draw Paths” library for directly drawing filled or stroked polylines and polygons without moving the pen sprite
new “Shapes” extension for working with geometrical figures, modeled after Pyret’s images. Under construction
OOP 2.0 (data objects)
“super” calls: using a ring as index inside the “ITEM … OF …” reporter answers a copy of the function (ring) that is bound to the list object in the second slot, enabling polymorphic methods, i.e. message dispatches to a “super class”
custom data types
include a ring entry named underscore + morph in data to specify a dynamic view
new “cst_morph(cst)” extension for specifying custom data type visualizations
include an entry named underscore + field in the data to specify a custom data type
- global zoom setting (“magnification”), scales everything seamlessly
-
- integrated type-inferral for user defined data types
-
-
- new “360° angles” dial widget for mathematical bearings (zero is East, counterclockwise) instead of compass bearings
- new “number unevaluated” special input slot for custom blocks
-
- files
- new general “dta_export(data, name, type)” extension (for csv, json, etc.)
- new general “dta_import(raw?)” extension (for text files, csv, json etc.)
- ui
- change name and color of custom categories
- new “blocks” and “speaker” symbols, icons for the sprite-editor tabs
- new “hide empty categories” setting
- “generate puzzle” automatically hides empty categories
- added a black-gray-white palette to the bottom of the color picker for color input slots
- new “blocks only” setting for costomized “functions-first” microworlds
- new “custom type” input slot for blocks
- enforcing data types in input slots
- new optional “reports” type declaration entry for custom reporters
- new “enforce types” option for all custom blocks: only lets users drop reporters into input slots whose return type matches that of the slot
- new general “enforce input types” preference setting for scenes / puzzles / microworlds
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- more extensions
- Edge AI Computer Vision extension - thank you, Bernat!
- new “Tables” extension for working with tabular data sets, modeled after Pyret’s tables. Thanks, Shriram Krishnamurthi for your inspiration, feedback and advice!
- new reporter version of “let” in the variables declaration extension
- new “… times …” reporter in the neural networks library for quantifying results
- new blocks to load costumes and sounds from a url in the web-services library, thanks, @-ego-lay-atman-bay!
- new “cst_shrink-wrap(cst)” extension
- new “ide_switch_to_palette(category)” extension
- new help screens
- new help screens for “combinations” and
- “pipe” reporters, thanks, Brian and gang!
- new set of costumes and backgrounds by Ketrina!
and that’s not to mention the new fixes/small changes, like the green flag turning red if there’s an error (I especially like this one), this might be the most significant x.0.0 update along with snap 10, aside from snap 4.
O.O Okay then, THAT’S going to take a while to implement.
…Also, no I didn’t, I’ve never used libraries other than experimenting with the 3D Beetle geometry extension ![]()
So a while back somebody suggested a logo that literally was 50% Snap and 50% Scratch. I tried my hand at that suggestion today to see how it looked, and I’m not sure how it turned out, but here it is:
Unfortunately, on a purple background the contrast suffers:
I devised a gradient to counteract that, however.
Here’s a mockup of the logo in the editor:
And, of course, here’s the gradient version without a background colour.
Not saying that the current logo should be changed, just remembered that not everyone was happy with it, so I thought I’d give this a shot.
PS: Yes, the design is meant to be a play on the name - the logo is “split”.
PPS: There is precedent for a black gradient behind the logo - that’s what Snap did in early versions when the top bar was grey.
This topic was automatically closed after reaching the maximum limit of 250 replies. Continue discussion at Split! - Snap! but Scratch (Part 5).













