What's amazing about this series is that you can pretty much use these concepts to build your own engine outside scratch! This is everything I needed, this whole series in being awesome!
Ayo, game shoutout les go! For real though. Great tutorial! I love how you actually explain what’s happening rather than just saying "do this, do that" etc. It was totally worth the wait! I'm excited to see what you do next!
Slopes are impossible using this method.Unless you get every single possible direction for the sprite which needs impossible knowing scratch is well, scratchh
Hey! I have a couple more ideas to implement into the engine, most of them being weapon-related. Edit: The ones with a ✅ next to them I have already implemented with my own clone 3D engine made with this series, Dream. ✅1.Health- If an enemy gets too close the the camera/player, a health counter should go down. 2.Melee weapons (Swords, knives, etc)- Have a weapon need to be in a certain distance range to be effective 3.Grenades - re-use the physics object to have it explode after a period of time. 4.Collectables - good for a first-person platformer as a coin or something, and in an FPS game it can be something like ammo.
You are a genius who was not only able to make an engine and show it to Scratch, but also tell ordinary people that it is not so difficult and even interesting! I wanted to ask, would you like to make more video lessons about this? if so, that's great!!
Thanks for your kind words! I enjoy making the tutorials and I’d like to make more, but right now college is taking up most of my time. I have ideas for future videos, but I’m not sure when I’ll be able to make them.
Hi, Green Flash! I attempted making this 3D engine again, and it worked! And I wanna say that you, and everything in your 3D engine, are absolutely genius! Also, can you please teach me how to make those enemies jump?
Can we add projectile collision to the enemy? Because I am making a rocket launching my game using projectiles as bullet. So please help me to add projectile collision to the enemy.
Oof, I must’ve missed this one. Thanks for bringing it to my attention! Projectile weapons would definitely be a good addition. I can’t say for certain it will happen, but I’ll put it on the list.
So, I decided to make an escape room using this engine. I've almost finished making it, and just added the walls. Now, for some reason the back wall won't load. Im confused why. Is it lag? Is it a bug? Or is it something else. If you wouldn't mind helping out on it, that would be great.
Scratch has a 300 clone limit, so that could cause it. My usual suggestion for this is to add a view distance where clones are deleted and stored in a list if they are far enough away, but that might not look good in an escape room. An alternative is to code the project in TurboWarp and activate the Infinite Clones option, then tell people to play the project through TurboWarp when you share it. turbowarp.org/?clones=Infinity
You can already, just follow the tutorial and make some more "add tower" blocks, but with varying heights and such, and boom! it may be a lil tedious tho
also I found a better way to make the mouse countrol. I like to use drag mouse, which basically means you drag the camera, rather than waiting for it to turn
Thanks for watching the tutorial! The throwing stars from The Ninja 3D can be recreated here with the object physics from episode 4, setting gravity to 0 and tweaking a few other settings.
Tbh I don’t know yet. I’m think of slightly changing the format of each video so that instead of covering 2-3 topics each video (e.g. 3D sound and object physics), I’d do shorter videos (5-12 mins) that would only cover single topics, and maybe make some optional. That way, it would be easier to find a topic you’re looking for, and I could probably get out more videos since they would be shorter.
I might do camera tilting in the next video just because a lot of people have asked for it, and it would be a good way to test if people like the shorter videos
hey could you maybe make a shorter video on how to utilise some turbowarp extensions in this engine like pointerlock (for the best camera control) and image stretch? (for npc rotation)
You could try comparing your code to the completed code here: turbowarp.org/666164698/editor The next thing I can think of is to check if the Object Physics block is run after the Move Toward block.
Thanks for watching the tutorial! I'm not sure what's wrong, but you could try comparing your code to the completed code here: turbowarp.org/666164698/editor
Thanks for watching the tutorial! I'm not sure what's wrong, but you could try comparing your code to the completed code here: turbowarp.org/666164698/editor
Stamping could definitely be used to display far away objects, and I’ll probably add that in a later video. For right now, you could try running the project here turbowarp.org/?clones=Infinity to remove the clone limit. Keep in mind that it will only affect projects played through TurboWarp and won’t change how the project functions in Scratch.
Yeah, I could probably add that at some point. I was originally going to add explosion physics in E4 Object Physics, but the video was getting too long. Essentially tho, you have a list containing explosion data (so that you can have multiple explosions at once), and then each physics object checks the list and applies the explosion force. The math should work out to something like this (obj for object and exp for explosion): Set dis to [(obj.x - exp.x) * (obj.x - exp.x)] + [(obj.y - exp.y) * (obj.y - exp.y)] + [(obj.z - exp.z) * (obj.z - exp.z)] Change obj.x_speed by exp.force * (obj.x - exp.x) / dis Change obj.y_speed by exp.force * (obj.y - exp.y) / dis Change obj.z_speed by exp.force * (obj.z - exp.z) / dis You can set the explosion force (exp.force) to whatever works best for your project, but it will probably be a big number.
Hey, great to see you back here! My first thoughts are maybe the enemy is stuck in the ground, or maybe the Object Physics block isn’t being run by the enemy. You could also try comparing your code to the completed code here: turbowarp.org/666164698/editor And thanks for watching the tutorial!
@@TheGreenFlash I'm still unable to solve the issue, maybe you could check my project? And I forgot to mention that I have only watched the tutorial till 8:02 because of the problem. Link to my project- scratch.mit.edu/projects/629883024
Woah, sorry, I completely messed that up. The friction should be 0 because that’s how much speed it takes away each frame. I’m going to check your code more thoroughly and see what’s the issue is.
There’s a parameter called “acceleration” in the Player Physics custom block in the Camera sprite. Right now it is set to 3, but to add sprinting you could set it to a higher value when a certain key is pressed.
It’s been on hold for a bit while I got through my schoolwork. Hopefully I’ll get a chance to work on it soon. I’m glad people are still interested in it!
@@TheGreenFlash Hey, I Didn't know if you were still responding to comments, but I'm posting this anyway. When I integrated the mouse-turning system, the game started to lag a lot. I compared my code to yours and found nothing... any ideas?
Yes, you would need to make a variable for player health. An enemy clone could decrease it by a small amount if it was close enough to the player, or you could make an enemy-to-player hitscan system, which would be harder and something I likely would cover in a later episode
You’d put a distance check in the Hit Check script. You could do something like “if rotated z < weapon range, apply damage”. If the object is out of range, you can cancel the whole hit check by setting Check for Hit to 0.
What's amazing about this series is that you can pretty much use these concepts to build your own engine outside scratch! This is everything I needed, this whole series in being awesome!
I love the information text at the bottom when we create a variable or custom block it is so helpful
The ninja’s grown up now. He uses a gun instead of a sword.
bruh
lol
Ayo, game shoutout les go!
For real though. Great tutorial! I love how you actually explain what’s happening rather than just saying "do this, do that" etc. It was totally worth the wait! I'm excited to see what you do next!
Great tutorial! I think episode 6 should be on view distance, because when it comes to Scratch, saving space is always valuable.
A tutorial on angled walls/hitboxes, stairs, or maybe even slopes if possible would be useful too
@@arcader1 oh god not obbs, stairs are even worse
Slopes are impossible using this method.Unless you get every single possible direction for the sprite which needs impossible knowing scratch is well, scratchh
View distance is the "Distance to Screen" Block.
Hey! I have a couple more ideas to implement into the engine, most of them being weapon-related. Edit: The ones with a ✅ next to them I have already implemented with my own clone 3D engine made with this series, Dream.
✅1.Health- If an enemy gets too close the the camera/player, a health counter should go down.
2.Melee weapons (Swords, knives, etc)- Have a weapon need to be in a certain distance range to be effective
3.Grenades - re-use the physics object to have it explode after a period of time.
4.Collectables - good for a first-person platformer as a coin or something, and in an FPS game it can be something like ammo.
Good ideas!
Bro I always get excited whenever I see you post
Brilliant! Your project to the status of a masterpiece lacks only a map editor, so that you can easily create levels! Hope you think about it.
You are a genius who was not only able to make an engine and show it to Scratch, but also tell ordinary people that it is not so difficult and even interesting! I wanted to ask, would you like to make more video lessons about this? if so, that's great!!
Thanks for your kind words! I enjoy making the tutorials and I’d like to make more, but right now college is taking up most of my time. I have ideas for future videos, but I’m not sure when I’ll be able to make them.
I hope you can finish soon! I wish you good luck to do everything perfectly@@TheGreenFlash
Hi, Green Flash! I attempted making this 3D engine again, and it worked! And I wanna say that you, and everything in your 3D engine, are absolutely genius! Also, can you please teach me how to make those enemies jump?
Yess! I have been waiting for so long! :D
@VRisCool It took a few months, I have been waiting for part 5 for a few months
Can we add projectile collision to the enemy? Because I am making a rocket launching my game using projectiles as bullet. So please help me to add projectile collision to the enemy.
It is sad that he did not respond to this
Oof, I must’ve missed this one. Thanks for bringing it to my attention! Projectile weapons would definitely be a good addition. I can’t say for certain it will happen, but I’ll put it on the list.
@@TheGreenFlash bro it has been a year I have switched to other game engines and u responded now 😅
lol fair. Good to hear you’ve gone on to other game engines tho, gl with all that 👍
I've learned a lot from you dude and I've learned more about 3d and made my own engine ty!
It was kinda funny how GreenFlash kept his laughter in when he said "After all, the player isn't jogging in place." TIME STAMP: 31:32
Day 1 of asking to make a new part for this series
We are all sure excited to make realistic head or camera-bobbing!
Thanks, for the next video, is it possible to add shading (with the brightness effect) and shadows?
Day 2 of asking for a new part of this series
Can you tell me how do i make the camera work with pointer lock?
At least I know where to start if I ever return to scratch
So, I decided to make an escape room using this engine. I've almost finished making it, and just added the walls. Now, for some reason the back wall won't load. Im confused why. Is it lag? Is it a bug? Or is it something else. If you wouldn't mind helping out on it, that would be great.
Scratch has a 300 clone limit, so that could cause it. My usual suggestion for this is to add a view distance where clones are deleted and stored in a list if they are far enough away, but that might not look good in an escape room. An alternative is to code the project in TurboWarp and activate the Infinite Clones option, then tell people to play the project through TurboWarp when you share it. turbowarp.org/?clones=Infinity
@@TheGreenFlash Thankyou so much! I decided to use the turbowarp suggestion, for im making my project for school, and the deadline is in 2 weeks.
Good luck with it!
do more please man!
Thanks, this is really gonna help me make my 3d doom project on scratch
Nice, sounds like a fun project!
Sounds nice!
Musicalcats is coping my idea
@@kalpnajambu2869 no im not
@@kalpnajambu2869 ive known about doom more than you have
best youtuber.
Having tilted or uneven floors would be great!
I just wondered if it is possible to make the Sprite change costume depending of the camera. It will add a bit of depth in this 3d engine.
You could make the enemy smart and add something to it since scratch has a limit of 300 clones or stamping.
It is possible to avoid that by running that on TurboWarp and by activating Infiniclone.
Can you make it so we can make a custom level like make our own parkour or something?
You can already, just follow the tutorial and make some more "add tower" blocks, but with varying heights and such, and boom! it may be a lil tedious tho
best tutorials
also I found a better way to make the mouse countrol. I like to use drag mouse, which basically means you drag the camera, rather than waiting for it to turn
Great tutorial! I think episode 6 should be on the lighting
wth bro
@@pogopixel2009 it is possible
er.. ur frist exp start is not gun is a good fly knif i want that one
how can u make it wrong???
plz make it back
Thanks for watching the tutorial! The throwing stars from The Ninja 3D can be recreated here with the object physics from episode 4, setting gravity to 0 and tweaking a few other settings.
Hello, @TheGreenFlash, is there a possible way to make camera tilting easy?
This changes everything
Like a universal remote control
Then how can we make 3d entities,such as a 3d skeleton,a 3d wall,a 3d Minecraft grassblock,a 3d ball and a 3d tree?
When is the new video coming out?
I've been waiting for so long
Sorry it’s taking so long! I haven’t been able to work on it for a while because of college and homework
@@TheGreenFlash Oh, if that's the case, then I can wait more.
But what will the next vid be about
Tbh I don’t know yet. I’m think of slightly changing the format of each video so that instead of covering 2-3 topics each video (e.g. 3D sound and object physics), I’d do shorter videos (5-12 mins) that would only cover single topics, and maybe make some optional. That way, it would be easier to find a topic you’re looking for, and I could probably get out more videos since they would be shorter.
I might do camera tilting in the next video just because a lot of people have asked for it, and it would be a good way to test if people like the shorter videos
@@TheGreenFlash I agree, making a shorter video sounds like a great idea
I have added ,mouse pointer lock for changing direction,its only available on turbowarp though in the extensions gallery
or extensions
next vid should be about optimizing clones and doors, or RTX lighting ;)
if I can give a suggestion or make a request, it would be great to know how to make a third person camera.
Maybe you better make episode 6 for realistic camera physics and more gameplay? That should be really cool!
Also I figured out my problem, wall panels was so small and I could go through towers.
Great video!!
Episode 6 could be about moving platforms or if you can turning platforms
Very Good Series! But can you add water in the next episode? If you still continue this tutorial.
It`s been a while and i am excited for part 6! Quick question, could you do a tutorial on how to clone enemies infinitely?
Use turbowarp go to settings and turn on
"Infinite clones"
@@hamburguintheone Thanks dude!
hey could you maybe make a shorter video on how to utilise some turbowarp extensions in this engine like pointerlock (for the best camera control) and image stretch? (for npc rotation)
(at 5:55) This code works fine, but I think the enemy is stuck in the floor, as they won’t chase me.
You could try increasing the y position in the Add Enemy custom block. That should spawn the enemy higher off the ground
@@TheGreenFlash I did try that, it’s probably some really small error. Il keep looking.
You could try comparing your code to the completed code here: turbowarp.org/666164698/editor The next thing I can think of is to check if the Object Physics block is run after the Move Toward block.
Can you make a video about building walls because when I add the walls the hit box is there not the wall image is not
Yeah!
Nice tutorial, a request for episode 6 is a arena😀
Good idea, I could include that with general level design features, like more custom blocks for adding walls, platforms, and other structures
New video soon? Are you even still alive 😭
Finally!! It came out!!!!!
My enemy just stays in place, but I followed all of your instructions but it did not work for me.
Thanks for watching the tutorial! I'm not sure what's wrong, but you could try comparing your code to the completed code here: turbowarp.org/666164698/editor
My enemy only moves on the Z axis and not the X axis, I don't know what's different that makes it not move both ways
Thanks for watching the tutorial! I'm not sure what's wrong, but you could try comparing your code to the completed code here: turbowarp.org/666164698/editor
Oooooooookkkkkkkkk ! Now i will turn this game to a multiplayer game !
if your done with this seris do the FindingPepper one it is really good
It might be a bit late but perhaps we could make it pen based so the clone limit isn't a problem?
Turbowarp can fix that problem
Thanks could you please add buildings and rooms like a roof or walls thanks
It is possible tho, it just doesn't look very good...
can you do ennemie physics (you can push them)
is there a tutorial for camera tilting?
Wow, this guy make doom
More like Quake tbh, Quake is true 3D like this, but OG DOOM is only 2.5 D.
@@Cuber875 oh
can you please make it so you can make it pen instead of clones and the 3d engine works the same
In some tutorial are you going to make a level editor?
How to add multiple hit boxes?
How to add reflection in this game and enemy damage detection
can you make a way to create more than 300 clones? maybe with stamp?
Stamping could definitely be used to display far away objects, and I’ll probably add that in a later video. For right now, you could try running the project here turbowarp.org/?clones=Infinity to remove the clone limit. Keep in mind that it will only affect projects played through TurboWarp and won’t change how the project functions in Scratch.
multi player shuld be next
You should make a tutorial on how to add bullet holes/marks on the walls when you throw or shoot something at the walls.
That’s a good idea! I’ll have to experiment to find a good way to do it, but that would be super cool!
@@TheGreenFlash Thanks! And would it be possible to add grenade physics like exploding? I have been trying to figure it out.
Yeah, I could probably add that at some point. I was originally going to add explosion physics in E4 Object Physics, but the video was getting too long. Essentially tho, you have a list containing explosion data (so that you can have multiple explosions at once), and then each physics object checks the list and applies the explosion force.
The math should work out to something like this (obj for object and exp for explosion):
Set dis to [(obj.x - exp.x) * (obj.x - exp.x)] + [(obj.y - exp.y) * (obj.y - exp.y)] + [(obj.z - exp.z) * (obj.z - exp.z)]
Change obj.x_speed by exp.force * (obj.x - exp.x) / dis
Change obj.y_speed by exp.force * (obj.y - exp.y) / dis
Change obj.z_speed by exp.force * (obj.z - exp.z) / dis
You can set the explosion force (exp.force) to whatever works best for your project, but it will probably be a big number.
Hey TheGreenFlash, for some reason the enemy in my project isn't moving at all, could you please mind helping me? Thanks for the shoutout tho!
Hey, great to see you back here! My first thoughts are maybe the enemy is stuck in the ground, or maybe the Object Physics block isn’t being run by the enemy. You could also try comparing your code to the completed code here: turbowarp.org/666164698/editor And thanks for watching the tutorial!
@@TheGreenFlash I'm still unable to solve the issue, maybe you could check my project? And I forgot to mention that I have only watched the tutorial till 8:02 because of the problem. Link to my project- scratch.mit.edu/projects/629883024
EDIT: The previous information about the scripts was incorrect, so I removed it to avoid confusion.
@@TheGreenFlash I set the friction to 1, but the skeleton is still moving very slow. And how does friction on 0 work for you and the other people?
Woah, sorry, I completely messed that up. The friction should be 0 because that’s how much speed it takes away each frame. I’m going to check your code more thoroughly and see what’s the issue is.
are you going to make a new video???
Nice
can you do a third personne view pls because i want to do a tps game
Cool
Enemy Pathfinding, enemy damage is definitely an option
OMG! cool underrated++
can you put a link too the project so i can check it out?
this guy IS literally griffpatch 2.0
Is there coming a part 6 or is this the last part?
can the next be for levels?
Can you please make weapons swapable?
@TheGreenFlash when the espoide 6 will be?
@thegreenflash
How to add things like a table
Please make the objects look sense because they look at the camera at all times.
Can you do a sprint system ? When we press a key we go faster.
There’s a parameter called “acceleration” in the Player Physics custom block in the Camera sprite. Right now it is set to 3, but to add sprinting you could set it to a higher value when a certain key is pressed.
@@TheGreenFlashwhere's part 6?
It’s been on hold for a bit while I got through my schoolwork. Hopefully I’ll get a chance to work on it soon. I’m glad people are still interested in it!
@@TheGreenFlash can we do melee weapon ?
@@TheGreenFlash Hey, I Didn't know if you were still responding to comments, but I'm posting this anyway. When I integrated the mouse-turning system, the game started to lag a lot. I compared my code to yours and found nothing... any ideas?
where is the plasma blaster costume link?
ill you something else after but where?
ill use something else...
scratch.mit.edu/projects/540546093/ Thanks for watching! You can also find this link in the video description.
any chance you could do a tutorial on pathfinding ai?
It would be a challenge to do it well, but I’ll definitely look into it at some point!
is there a way to make the player take damage
Yes, you would need to make a variable for player health. An enemy clone could decrease it by a small amount if it was close enough to the player, or you could make an enemy-to-player hitscan system, which would be harder and something I likely would cover in a later episode
BRO ITS BEEN A YEAR MAN D:
When episode 6 is coming?
I am Waiting too!!!
14:38 Weapon graphics
YES YES YES YES YES
Can you add an mobile mode
Bros turning into griffpatch
part 6 please
I make it 6:31 is wrong
my skeleton is no move
Cann you add a link for this epicsode
turbowarp.org/666164698/editor I hope this helps!
how do i make a close range weapon?
You’d put a distance check in the Hit Check script. You could do something like “if rotated z < weapon range, apply damage”. If the object is out of range, you can cancel the whole hit check by setting Check for Hit to 0.
@@TheGreenFlash ok thx
Is 3rd person possible
Yep, it’s definitely possible, and it’s on my list to add it here eventually
11:27 you could have done if object health < 0
then it would only detect if the enemy has -0.00001 HP or less, and not if it's 0
Now my enemy just deletes itself whn it touches the ground.
5:23 I am following through but I have to turn my PC off do not comment on this