God I'm so blind... Click read more for full story I was following what you did with optimizing the engine to make it faster and all, and when I clicked the flag my project went haywire. I kept going back to your video and comparing your code to mine time and time again and when I was just about to give up, the answer to my problem was right in front of me. I put a cosine variable where a sine variable was supposed to be placed. My problems aside, thank you for making videos like this, and I hope your channels grows beyond imagination.
You could also cover the new turbowarp mouse lock feature, and how you can mouse your camera using the mouse unlike slow arrow key movement. It's actually really easy, just change camera x and y directions by mouse x and y (you might have to divide them by a certain number to add lower sensitivity, or else it would be too high)
Definitely, that would be a great addition to this series! I might hold off until it comes out of Experiments and graduates to a toggle in Advanced Settings. That way I won't have to worry about outdated information for links and stuff like that.
for hiding the base sprite i make an empty costume called "empty" or "0" and after the map is done being made i make the sprite switch costume to the empty one, has worked great with every engine ive made and works wonderfully with yours!
This is great! Definitely worth the wait! I would be interested in more player movement options like sliding, wall jumping, running, and mid-air dashing. Another cool thing to implement in my opinion is picking up items and throwing them. Can't wait for part 4!
Thanks! Those would be fun features to do a tutorial on. We'll be adding object physics (among other things) in the next tutorial, so picking up and throwing objects is definitely something we could cover.
Yay, new ep. But o god, I continued your engine from part 2 on, and now I can remake a lot, lol 😓😅 (your implementation of collision is better though, so it'll be worth it)
Thank you for making this series! There weren't any that would fit my needs except this one. Also, I have a question. How would I add a roof to an object without it getting distorted?
Thanks, I'm glad you found this helpful! The most common way in sprite 3D to add a roof to something is to have an array of objects. Here's an example that uses the same method for platforms, but the idea is the same: gamejolt.com/p/i-made-this-map-earlier-with-the-sw2-editor-which-after-the-testin-ipe8qw38
Find the graphics and sounds for this tutorial here: scratch.mit.edu/projects/540546093/ Part 4 is out! th-cam.com/video/rQB5n7OcT5k/w-d-xo.html Thanks for all of your support on this series!
I was originally going to require the lower number to be entered first, but that left too much chance of error on the user's end. Thanks for commenting, I'm honored to have such a respected Scratcher checking out my work!
@@TheGreenFlash No problem! These tutorials are just really so well put together (by far the best scratch 3D tutorials on youtube) I do have a suggestion, in the 3D projection script, after the show block, add an if-else, with (z > 130) as the condition, and [set ghost effect to (130 - z)] in the if, and set ghost to 0 else. That way if objects get in the way of the camera they will slowly ghost out
I finished building the engine on scratch with a few additions. I'm in the middle of porting the engine to pure javascript. I've already got most or the rendering done just need to get it sorted which should be easier since arrays in js are more freeing to use than lists in scratch. I'm not going to using polygons because I like the way the billboarding looks.
In a future episode, I would love seeing rotating the camera along the z-axis Also, I was wondering if I could get permission to make a tutorial on how to convert this engine to using pen?
Absolutely you can make a tutorial to convert this into a pen engine! I saw your rotation matrix tutorial, and I can tell you put a lot of effort into it. Good luck with the 3D tutorial!
For Z-Rotation: 1. Make new block: "Rotation Matrix | x: (x) y: (y) direction: (direction) 2. Add variable blocks under the define block "set rotaded x to" and "set rotated y to" 3. set rotaded x to: (y * sin(direction)) + (x * cos(direction)) set rotaded y to: (y * cos(direction)) - (x * sin (direction) 4. Then go to the small Rotation Matrix block and it should look like this: | Rotation Matrix | x: (rotated x) y: (rotated y) direction: (0 - (new variable) Camera Z Direction | 5. Put this block under the two Rotation Matrix blocks 6. Go in the Define block "3D Projection" 7. Replace the "90" in the blue direction block with 90 - Camera Z Rotation Hopefully it was helpful! 😀
Im reaching a problem when I play around with stuff that I run out of clones very fast so in a later episode can you make it so we can have chunk based or distance / view based rendering so it deletes clones instead of just hiding them? thanks and great tutorials :)
Thanks for the feedback! I'll definitely look into making an episode on that in the future. In the meantime, you can create and run projects through TurboWarp with the infinite clones setting activated: turbowarp.org/editor?clones=Infinity
Hi Sorry for me again. But I added in Episode Two, and it all worked. But after adding physics + collisions everything breaks down and I can't move around and the whole scratch crashes. Please link to the final version from movie 3, thanks in advance.
@TheGreenFlash Hi Thanks for this link, thanks to this I have fixed all the errors for me. But out of curiosity, I will ask if you plan to record another film, if so, when? regards
when the player physics is introduced if you can see the backdrop change the way the code is run so that after the custom block is run then all of the rest of the non-player physics code blocks are run
Hopefully in 2 to 3 weeks. I've been super busy the last few months, but now I finally have time to work on it. Thanks for still being interested in it after all this time!
I'm curious if we had Z coordinate with the original X & Y coordinate involved, can we make a new X & Y coordinate along with the Z coordinate so we had a new coordinate system
Great tutorial but for the collision it works, but it hides when I touch it. I think it is because of the if z > 30 then show else hide, and it works without it. *edit, it works now and the problem was I wasn't using the right list.
This is great and easy to follow and all, but my game just won't even start - I followed and coded all the code that appears in this video and the others, but first the problem started out that when I looked up or down the towers go straight to the top of the screen and looked all shuffled up, but then when I added in the code to make the towers disappear when on the edge of the screen, the game wouldn't even start - when I pressed the green flag it would just stop the program instantly, and also nothing appeared except the horizon. Maybe I'm just complaining cause I haven't been through the video and then analysed my code, but the reason I haven't done so is because it took me so long to do yesterday that the same might happen today and I never find the bug, and my code continues failing. But I know that it has to be a mistake in my code and not the code you show here, as I've duplicated the sprite, as sometimes it is just a glitch in the sprite and it starts working again when you make a copy. Maybe it is something to do with broadcasting or green flags. Or maybe I added in a multiplication Boolean instead of a subtraction Boolean because of the size it appeared on y phone screen. I dunno. But I should probably start analysing. I probably should have done that all along. Oh well.
Thanks for watching the tutorial! You're right, going through the code is sometimes the best way to find bugs. I'm not sure what's wrong, but you could try comparing your code to the completed code here: turbowarp.org/562945332/editor
For some reason i can't move side to side i've tried messing with the hitboxes and movement but nothing worked i can only move side to side when im in the air. anyone know how to fix this?
My camera just go at 0 0 0 when i collide with any object i even compared my script with yours and i dont see any difference i think it might just be me it did the same thing last episode edit : i feel so dumb i just used set instead of change
Mine stops the movement and player physics scripts entirely on collision, but looking around still works, but all this happens only when I collide with an object. I checked the entire series until this episode, but I think it's the [stop this script] block. Did you do something different so that the code can go on with that block? If you can help me, thanks in advance.
Thanks for watching the tutorial! It sounds like the Physics script isn't moving the player out of a hitbox when a collision is detected. You could try comparing your code to the completed code here: turbowarp.org/562945332/editor
Hello TheGreenFlash! I have a little problem with this episode. Everything is allright except the turning mechanic. The camera won't turn but the movement is good with the arrows. i did everything as you showed but i can't solve it. can you give me an advice what to do? Thank you.
Thanks for watching the tutorial! It sounds like something could be wrong in the Camera sprite. You could try comparing your code to the completed code here: turbowarp.org/562945332/editor
@@TheGreenFlash Thank you very much! The problem was in the object sprite. the problem was that i put camera X direction sin insted of camera Y direction sin. thank you so much!
It sounds like it might be an issue in the 3D projection script, but I'm not sure. You could try comparing your code to the code from the video here: turbowarp.org/562945332/editor
This has worked for me, apart from the collisions. I have a small empty room instead of towers, so can you please explain how i can add hitboxes to individual clones?
Thanks for watching the tutorial! You could make a custom block called Add Object with Hitbox and give it inputs for x, y, z, width, and height. Then put two blocks as the definition: Add Object (No Physics) | (x) (y) (z) Add Hitbox | (x + (width / 2)) (x - (width / 2)) (y + (height / 2)) (y - (height / 2)) (z + (width / 2)) (z - (width / 2)) This should give you an object and a hitbox around it.
collisions no work (i tried logging detected hitboxes and not detected ones, and it goes like first, it detects a hitbox, then it doesnt 2 times, and so on, im not touching anything) EDIT: nvm im utterly stupid i put distances instead of collisions list
Other codes worked rlly great but I have a problem.When I add hitbox check block to my Frame sprite,I can't move.I hope you can solve this,TheGreenFlash
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/562945332/editor
@@TheGreenFlash I checked it but nothing looks different.I will test it with your brick sprite because I think I can't add the correct hitbox to my brick sprite
@@TheGreenFlash I mean like visually. unless you mean like two objects next to each other like that,but then one wall would take me up to the clone limit, which isn't good.
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/562945332/editor
hi, in your first video, you make 8 clones of yourself which you make them into pillars, everytime i copy the exact same code i only get four, and when i double it again i still get four, i have tried everything to fix it and to no success, do you know how i could fix it?
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/562945332/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/562945332/editor
Hi Thanks for this link, thanks to this I have fixed all the errors for me. But out of curiosity, I will ask if you plan to record another film, if so, when? regards
I'm glad you got it working! I plan on covering object physics and sound in part 4, but I'm not sure when it will be released. With school starting again, it will probably be a few months.
If I wanted to make a medium sized map with a textured floor, would that even be possible? All the objects like buildings and such are fine but the floor takes up a very large amount of objects that makes it over the 300 clone limit.
It might be possible (maybe do something like only have the floor appear within a certain distance from the player), but I usually only use floor clones for small platforms. TurboWarp can bypass the clone limit, turbowarp.org/?clones=Infinity but I've also seen engines have something like a pen grid on the floor to give it some texture.
@@TheGreenFlash Thank you for the ideas! I'm trying to make a game inspired by "Danganronpa" and I feel a floor of just a solid color/gradient wouldn't do it justice. I'll give the "floor appearing around the player" idea a try.
Hopefully in a few weeks. I've been super busy the last few months, but now I finally have time to work on it. Thanks for still being interested in it after all this time!
what if you made blocks rotates i guess i know how make that with each clone theres another clone up and down and left and right when you rotate camera the block at left or right comes a part and the other direction leaves a part and we can hide it with a square fits it this square is camouflaging but this square is in front layer in 5 clones but for others back
it took me around 8 attemps of re doing this to see what I did wrong and it was at 8:54 where he made a new variable I did that and it didn't work so I eventually just used the already made I variable and it worked like a charm
If there already was an i variable in the player sprite, it sounds like it was made “For all sprites” back in part 1 instead of “For this sprite only” for the Objects sprite. Luckily, that shouldn’t cause any problems in later parts. In fact, it will save a tiny bit of memory while running the project. Anyway, thanks for watching the tutorial, and I’m glad you got it working!
Thanks for watching the tutorial! The stationary block sounds like the original sprite is showing. Overall, I'm not sure what's wrong, but you could try comparing your code to the completed code here: turbowarp.org/562945332/editor
That was really great. You are a great teacher, thanks to you I started to get involved in 3D rendering. Thank you :D
Realllyyy
God I'm so blind...
Click read more for full story
I was following what you did with optimizing the engine to make it faster and all, and when I clicked the flag my project went haywire. I kept going back to your video and comparing your code to mine time and time again and when I was just about to give up, the answer to my problem was right in front of me. I put a cosine variable where a sine variable was supposed to be placed.
My problems aside, thank you for making videos like this, and I hope your channels grows beyond imagination.
same with me!!!! except i did it twice.
You could also cover the new turbowarp mouse lock feature, and how you can mouse your camera using the mouse unlike slow arrow key movement. It's actually really easy, just change camera x and y directions by mouse x and y (you might have to divide them by a certain number to add lower sensitivity, or else it would be too high)
Definitely, that would be a great addition to this series! I might hold off until it comes out of Experiments and graduates to a toggle in Advanced Settings. That way I won't have to worry about outdated information for links and stuff like that.
for hiding the base sprite i make an empty costume called "empty" or "0" and after the map is done being made i make the sprite switch costume to the empty one, has worked great with every engine ive made and works wonderfully with yours!
ik its a year ago, but cant you use the hide block? it wouldnt hide all the other clones just do it after ur done making the clones
This is great! Definitely worth the wait!
I would be interested in more player movement options like sliding, wall jumping, running, and mid-air dashing.
Another cool thing to implement in my opinion is picking up items and throwing them.
Can't wait for part 4!
Thanks! Those would be fun features to do a tutorial on. We'll be adding object physics (among other things) in the next tutorial, so picking up and throwing objects is definitely something we could cover.
@@TheGreenFlash Nice!
@@TheGreenFlash Sorting Algoritm in part 1 don't work
Do you thing we could add a chunk system like in minecraft to reduce the number of clones on screen at once?
@@TheGreenFlash when
Yay, new ep. But o god, I continued your engine from part 2 on, and now I can remake a lot, lol 😓😅 (your implementation of collision is better though, so it'll be worth it)
You are great. I finished form start to the end. Thank you so much!
Thank you! I'm glad people are going through the whole thing, that's quite the accomplishment!
Thank you for making this series! There weren't any that would fit my needs except this one.
Also, I have a question. How would I add a roof to an object without it getting distorted?
Thanks, I'm glad you found this helpful! The most common way in sprite 3D to add a roof to something is to have an array of objects. Here's an example that uses the same method for platforms, but the idea is the same: gamejolt.com/p/i-made-this-map-earlier-with-the-sw2-editor-which-after-the-testin-ipe8qw38
it could cause a lot of lag though
Nice tutorial! Can't wait for the next one in three months
Haha, TH-cam recommends that creators upload on a consistent schedule, but they never said what that schedule should be.
THE RETURN OF THE KING
Bro, you're a great teacher, I finally understood the math behind this, thanks to you!!
I was waiting for this tutorial many days ago
Same
hey um green flash to make it simpler you can change the sin of and cos of in the camera sprite to the variable sin of camera y direction of cos/sin
Find the graphics and sounds for this tutorial here: scratch.mit.edu/projects/540546093/
Part 4 is out! th-cam.com/video/rQB5n7OcT5k/w-d-xo.html
Thanks for all of your support on this series!
thx im gonna learn the coding
ah yes part 3
part 4*
@@momhoodlife1346 the joke is it says part 3 is out
In part 4 we finished but we did not make the enemies
SO GREAT! I'm looking forward to part 4 coming out!
he already did
Cool! Rlly appreciate the effort put into this tutorial!
This is the best tutorial in my life
Great video! I'd like to see a tutorial on making a 3rd person perspective in this engine
Great suggestion! It might be a few episodes before I can get to it, but I'll definitely see if I can cover it sometime.
@@TheGreenFlash I got a little impatient and finally figured it out myself, but I'm sure many people would like to see how to do this too
This is awesome!!
Note at 8:18 you need to put -120 in the left ones and 120 in the right ones
never mind i used a set block instead of a change block somewhere which messed my code up a bit
I was originally going to require the lower number to be entered first, but that left too much chance of error on the user's end. Thanks for commenting, I'm honored to have such a respected Scratcher checking out my work!
@@TheGreenFlash No problem! These tutorials are just really so well put together (by far the best scratch 3D tutorials on youtube)
I do have a suggestion, in the 3D projection script, after the show block, add an if-else, with (z > 130) as the condition, and [set ghost effect to (130 - z)] in the if, and set ghost to 0 else. That way if objects get in the way of the camera they will slowly ghost out
That's a good idea! If I use it in the engine, I'll definitely give you credit. Thanks!
@@TheGreenFlash I realized the condition should be (z < 130)
Thanks for this cool part 4
Sorry 3
Thanks, I'm glad you enjoyed it!
Yo thank you very much, i have been waiting for this!
Thanks
It was an amazing video and to learn about 3d game on 2d platform thanks again!!!!!
Will there be an episode 4? If so is that where you'll show us how to add in enemies/other characters and items/collectables?
I finished building the engine on scratch with a few additions. I'm in the middle of porting the engine to pure javascript. I've already got most or the rendering done just need to get it sorted which should be easier since arrays in js are more freeing to use than lists in scratch. I'm not going to using polygons because I like the way the billboarding looks.
Nice, that sounds like a fun project. Good luck with it!
@@TheGreenFlash I'm almost done just need to get collisions working
Wow! Thanks you!
you're active on youtube yay
In a future episode, I would love seeing rotating the camera along the z-axis
Also, I was wondering if I could get permission to make a tutorial on how to convert this engine to using pen?
Absolutely you can make a tutorial to convert this into a pen engine! I saw your rotation matrix tutorial, and I can tell you put a lot of effort into it. Good luck with the 3D tutorial!
For Z-Rotation:
1. Make new block: "Rotation Matrix | x: (x) y: (y) direction: (direction)
2. Add variable blocks under the define block "set rotaded x to" and "set rotated y to"
3. set rotaded x to: (y * sin(direction)) + (x * cos(direction))
set rotaded y to: (y * cos(direction)) - (x * sin (direction)
4. Then go to the small Rotation Matrix block and it should look like this:
| Rotation Matrix | x: (rotated x) y: (rotated y) direction: (0 - (new variable) Camera Z Direction |
5. Put this block under the two Rotation Matrix blocks
6. Go in the Define block "3D Projection"
7. Replace the "90" in the blue direction block with 90 - Camera Z Rotation
Hopefully it was helpful! 😀
@@derwastl what is z rotation? just wondering
@@miguelbaltazar7606 If you were to do a handstand, you would see everything upside down. The Z rotation would then be 180 degrees.
how do i make it so that the horizon goes with the x direction, kinda like a skybox
Good job as always, keep up the good work!
Thanks, will do!
2:13 / 11:57
c'est mon avencement
Im reaching a problem when I play around with stuff that I run out of clones very fast so in a later episode can you make it so we can have chunk based or distance / view based rendering so it deletes clones instead of just hiding them? thanks and great tutorials :)
Thanks for the feedback! I'll definitely look into making an episode on that in the future. In the meantime, you can create and run projects through TurboWarp with the infinite clones setting activated: turbowarp.org/editor?clones=Infinity
Thx I have been waiting for so long
If you will make this kind of videos then you will soon become popular youtuber.
This was so helpful, I hope that you will a tutorial on enemies soon, thanks 😀
Thanks for the suggestion! I'll see if I can cover that in a future episode.
Hi
Sorry for me again. But I added in Episode Two, and it all worked.
But after adding physics + collisions everything breaks down and I can't move around and the whole scratch crashes. Please link to the final version from movie 3, thanks in advance.
:) No worries, this tutorial is definitely on the harder side. turbowarp.org/562945332/editor
@@TheGreenFlash ooo Thank You.
@TheGreenFlash
Hi
Thanks for this link, thanks to this I have fixed all the errors for me.
But out of curiosity, I will ask if you plan to record another film, if so, when?
regards
@@TheGreenFlash i cant get in :(
Oops, Scratch changed how their projects work. Thanks for letting me know, I’ll update it, and it should be working within 10 minutes! :)
when the player physics is introduced if you can see the backdrop change the way the code is run so that after the custom block is run then all of the rest of the non-player physics code blocks are run
This is AMAZING!
when i use the tower making script, there is a missing hitbox, the two left towers will not present hitboxes. any ways to fix?
LETSSGOOOOOO I WAS WAITING SO ANXIOUS FOR THIS
This is the kind guy i want to be my roommates when im taking computer science degree
Great tutorial!!
Thank you!
How to fix problem when go to far away then the object look like it is on the sky?
Help my hitbox detected variable always says 1. Please help!
One question. How do you know the distance between the center of a block?
TheGreenFlash This is very helpful but my code is wrong it only generates 3 towers instead of 4.
This guy is smarter than griffpatch
Idk
He is smart, but not smarter.
@jinxjustlit Yes😜
@jinxjustlityeah true 😂
Griffpatch uses raycasting. This guy? 🤯blew my mind!
2:30 I got so excited when I heard this…
Hey, your tutorials have been fantastic lately. May I know when is your next episode?
Hopefully in 2 to 3 weeks. I've been super busy the last few months, but now I finally have time to work on it. Thanks for still being interested in it after all this time!
I cant seem to use the smooth movement correctly because my scratch thinks that 0.8 times 5 = 6 or something ):
in part 5 can how teach how to make an actual cubes that isnt just aton of billboarding objects?
I'm curious if we had Z coordinate with the original X & Y coordinate involved, can we make a new X & Y coordinate along with the Z coordinate so we had a new coordinate system
Thank you for this video
Great tutorial but for the collision it works, but it hides when I touch it. I think it is because of the if z > 30 then show else hide, and it works without it.
*edit, it works now and the problem was I wasn't using the right list.
Can you explain how to make a 3D vehicle?
This is great and easy to follow and all, but my game just won't even start - I followed and coded all the code that appears in this video and the others, but first the problem started out that when I looked up or down the towers go straight to the top of the screen and looked all shuffled up, but then when I added in the code to make the towers disappear when on the edge of the screen, the game wouldn't even start - when I pressed the green flag it would just stop the program instantly, and also nothing appeared except the horizon. Maybe I'm just complaining cause I haven't been through the video and then analysed my code, but the reason I haven't done so is because it took me so long to do yesterday that the same might happen today and I never find the bug, and my code continues failing. But I know that it has to be a mistake in my code and not the code you show here, as I've duplicated the sprite, as sometimes it is just a glitch in the sprite and it starts working again when you make a copy. Maybe it is something to do with broadcasting or green flags. Or maybe I added in a multiplication Boolean instead of a subtraction Boolean because of the size it appeared on y phone screen. I dunno. But I should probably start analysing. I probably should have done that all along. Oh well.
Thanks for watching the tutorial! You're right, going through the code is sometimes the best way to find bugs. I'm not sure what's wrong, but you could try comparing your code to the completed code here: turbowarp.org/562945332/editor
you are a genius
Finally got it
Yeeaaa the god is back and he brings forth knowledge
ok
YAY FINALLY THANK U FOR POSTING
For some reason i can't move side to side i've tried messing with the hitboxes and movement but nothing worked i can only move side to side when im in the air. anyone know how to fix this?
My camera just go at 0 0 0 when i collide with any object i even compared my script with yours and i dont see any difference i think it might just be me it did the same thing last episode
edit : i feel so dumb i just used set instead of change
Cool.
Mine stops the movement and player physics scripts entirely on collision, but looking around still works, but all this happens only when I collide with an object. I checked the entire series until this episode, but I think it's the [stop this script] block. Did you do something different so that the code can go on with that block?
If you can help me, thanks in advance.
Thanks for watching the tutorial! It sounds like the Physics script isn't moving the player out of a hitbox when a collision is detected. You could try comparing your code to the completed code here: turbowarp.org/562945332/editor
Hello TheGreenFlash! I have a little problem with this episode. Everything is allright except the turning mechanic. The camera won't turn but the movement is good with the arrows. i did everything as you showed but i can't solve it. can you give me an advice what to do? Thank you.
Thanks for watching the tutorial! It sounds like something could be wrong in the Camera sprite. You could try comparing your code to the completed code here: turbowarp.org/562945332/editor
@@TheGreenFlash Thank you very much! The problem was in the object sprite. the problem was that i put camera X direction sin insted of camera Y direction sin. thank you so much!
That would do it. That’s great you were able to figure it out!
Thanks you so much
The objects are staying in the screen after I look away for a little bit how do I fix this
It sounds like it might be an issue in the 3D projection script, but I'm not sure. You could try comparing your code to the code from the video here: turbowarp.org/562945332/editor
This has worked for me, apart from the collisions. I have a small empty room instead of towers, so can you please explain how i can add hitboxes to individual clones?
Thanks for watching the tutorial! You could make a custom block called Add Object with Hitbox and give it inputs for x, y, z, width, and height. Then put two blocks as the definition:
Add Object (No Physics) | (x) (y) (z)
Add Hitbox | (x + (width / 2)) (x - (width / 2)) (y + (height / 2)) (y - (height / 2)) (z + (width / 2)) (z - (width / 2))
This should give you an object and a hitbox around it.
@@TheGreenFlash Thanks! This helped me alot actually.
Glad to hear it! I’ll probably put it in the next video.
collisions no work (i tried logging detected hitboxes and not detected ones, and it goes like first, it detects a hitbox, then it doesnt 2 times, and so on, im not touching anything)
EDIT: nvm im utterly stupid i put distances instead of collisions list
It's awesome , it's really awesome
Yeah
Thanks, I really appreciate your support on this series!
Other codes worked rlly great but I have a problem.When I add hitbox check block to my Frame sprite,I can't move.I hope you can solve this,TheGreenFlash
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/562945332/editor
@@TheGreenFlash I checked it but nothing looks different.I will test it with your brick sprite because I think I can't add the correct hitbox to my brick sprite
how would I make corners? got stuck last time I tried to make a 3d game but this time I don't want to give up
Thanks for watching the tutorial! You should be able to make corners by adding two overlapping hitboxes.
@@TheGreenFlash I mean like visually. unless you mean like two objects next to each other like that,but then one wall would take me up to the clone limit, which isn't good.
@TheGreenFlash can you help me please with a bug? I go through tower, but it a little rotation and lets me go.
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/562945332/editor
You're a true programmer
what is a fake programmer
@@SkyIsTumbling qapch
hi, in your first video, you make 8 clones of yourself which you make them into pillars, everytime i copy the exact same code i only get four, and when i double it again i still get four, i have tried everything to fix it and to no success, do you know how i could fix it?
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/562945332/editor
Hii i was soooooo exited
For some reason, the right two towers don't let the collision script work? Is this just 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/562945332/editor
When part 4???
Sorry for the delay! It should be released in about 12 hours.
Hi
Thanks for this link, thanks to this I have fixed all the errors for me.
But out of curiosity, I will ask if you plan to record another film, if so, when?
regards
I'm glad you got it working! I plan on covering object physics and sound in part 4, but I'm not sure when it will be released. With school starting again, it will probably be a few months.
@@TheGreenFlash oh that's when (please do it soon and cover how to make corners please and maybe enemies if you want)
If I wanted to make a medium sized map with a textured floor, would that even be possible? All the objects like buildings and such are fine but the floor takes up a very large amount of objects that makes it over the 300 clone limit.
It might be possible (maybe do something like only have the floor appear within a certain distance from the player), but I usually only use floor clones for small platforms. TurboWarp can bypass the clone limit, turbowarp.org/?clones=Infinity but I've also seen engines have something like a pen grid on the floor to give it some texture.
@@TheGreenFlash Thank you for the ideas! I'm trying to make a game inspired by "Danganronpa" and I feel a floor of just a solid color/gradient wouldn't do it justice. I'll give the "floor appearing around the player" idea a try.
I'm glad I could help! Good luck on your game!
I can't move along the X-axis unless I'm midair.
when's the next one? just curious cause it's been almost 4 months
Hopefully in a few weeks. I've been super busy the last few months, but now I finally have time to work on it. Thanks for still being interested in it after all this time!
Hurry up and make part 4
what if you made blocks rotates i guess i know how make that with each clone theres another clone up and down and left and right when you rotate camera the block at left or right comes a part and the other direction leaves a part and we can hide it with a square fits it this square is camouflaging but this square is in front layer in 5 clones but for others back
Also add brightness effect
it took me around 8 attemps of re doing this to see what I did wrong and it was at 8:54 where he made a new variable I did that and it didn't work so I eventually just used the already made I variable and it worked like a charm
If there already was an i variable in the player sprite, it sounds like it was made “For all sprites” back in part 1 instead of “For this sprite only” for the Objects sprite. Luckily, that shouldn’t cause any problems in later parts. In fact, it will save a tiny bit of memory while running the project. Anyway, thanks for watching the tutorial, and I’m glad you got it working!
Brillilant
Realllllllllly coolllll
Mine isn't workin. I was trying to compare with your project in turbowarp but it didn't save
I'm sorry to hear that! TurboWarp can't save projects to Scratch's servers, so you have to download TurboWarp projects and upload them to Scratch.
@@TheGreenFlash @TheGreenFlash oh no, I mean your project on turbowarp didn't save. The project on turbowarp is the same from EP 2
is there a way to use mouse for the camera movment?
I’m pretty sure I must have done something wrong, When I load in the blocks are hid, any ideas on how to fix this?
Also, there’s a block stuck in the sky. Even with arrow keys, it doesn’t budge.
Thanks for watching the tutorial! The stationary block sounds like the original sprite is showing. Overall, I'm not sure what's wrong, but you could try comparing your code to the completed code here: turbowarp.org/562945332/editor
@@TheGreenFlash Thanks! I’ve sorted it.
I was saying that you can make more videos and tutorials
You can simply put an invisible box around your costumes to evade sprite fencing.
Definitely, that works too!
Please, optimize it! After this tutorial i have 1 FPS (i know that i have low end pc, but in 1 - 2 part i was saw 15 - 25 FPS)
can you plece make a part 4?
the fact that this has only 500 likes is a shame
How can I easily visualize and design the levels?
you cant
in a future episode I would like to see interactions
i like this
OMG THX
for some reason I completed the tutorial but I still cant move, and I changed the y position so I think I did something wrong
I'm not sure what the issue is, but you could compare your code to the completed code here: turbowarp.org/562945332/editor
@@TheGreenFlash thanks! Btw I'm fancycherry, on the discord server
when will there be moving objects
Hopefully in the fourth episode, tho I still have to see how much I can fit in it.