scratch isn't really easy it's simple a common misconception about simple is that simple = easy, which it really isn't scratch might be easy for small porjects but if you want to make something advanced, even a platformer, you will need to do the physics, collisions, movement all from *scratch*
A platformer is easier than you think, just code up some movement with 2 variables. Move the player on the y axis, check for collisions, if there are any, fix them, do the same for the X axis. And yeah, you’re done. Don’t forget gravity tho.
@@thenewboeguy well yeah but still it is much MUCH easier to do that in godot or unity i just brought up platformers as an example checking collisions is one thing, but fixing them is a whole 'nother thing sure you can go to your old x or y but if you want to add slopes, make accurate collisions and ect., you will need more knowledge not even talking about jumping, many beginners still struggle with it without a griffpatch tutorial like i mentioned, it is much easier to do that in other engines, since the wall collision is already built in and if you want to go even MORE complex and add a scrolling tiling level, just use another engine at that point i get why people use scratch, like telling everyone that you built a 3d wireframe renderer in scratch sounds cool, but there is a reason why scratch is sometimes considered "the worst engine ever"
also i understand if you arent reading allat basically doing complex things in scratch can be cool, but it can be easier to do things in other engines sure a clicker is easier to make in scratch but if you are gonna make a scrolling tile based platformer, just use godot or unity at that point
Yep he is! Warfame's tower defense is really basic and barebones. It exists solely because of his tutorial. Griffpatch's tower defense is decent, but comparing it to Vectoid TD is like comparing BTD4 to BTD6.
Hey! Clones can detect collision with eachother, you need click on another sprite, place an "if touching [sprite name]" and drag it to the cloned sprite
One of the only scratchers who use delta times for their games! *respect* (I see really good scratch projects not using delta time and the 60 fps mod just doubles the speed )
instead of using : show switch costime to (hitbox) Collision hide you could have done a simple ghost 100 block (it still allows for sprite detection) and used the define block with this updated script: Define [Update] switch costume to (hitbox) Collision its as simple as that
Use scratch objects at background so player can't see them because are covered with another object and set positions as pen drawed objects so you can get colisions at objects
pens are advance, it can do alot of things. while clones has a maximun limit can only do such things, if youre a fan of clones, dont be upset. its just his liking, maybe he thinks its terrible
Those people who watched this video, knowed that this video was named: How to NOT Make a game in scratch And Today its Now called: Making Duck Life in Scratch Is Harder Than You Think
Welcome to, Koolgamzstudio being a dumb coder on scratch not knowing why clones are bad WHY ARE CLONES BAD, AAAAAAAAAAAAAAAAAAA They look better than pen, they can have their own variables, they are basically their own sprites You're sacrificing almost no performance using them instead of pen either, if you need data from clones you can use lists like pen
In this particular case , you can't check with which clone of ground is duck colliding with (duck are clones and ground are clones). That's why I had to create a sprite for each ground part. Second, you can't combine clones with the pen because clones will always be on top. Third, if you're using lists for data , that will mean only a purpose clone would have is as rendering script caller, but that will limit you to 300 objects. In conclusion, clones are like lazy solutions, which always turn to bebad decisions if you want to make something serious. That's why I use clones for small projects only like this, and I still get some kind of problems.
scratch is a really hard programing language because of its simplicity and lack of many things like a builtin gravity or a 3d rendering engine yea i share my thoughts about clones they are bad
Ok, hear me out, but am i the only one of his viewers who doesn't know how to attach a uid to a stamp, I'm making a topdown shooter game and it's pretty much infinite so I'd like to tell me in the comments or just link me to a TH-cam video because i didn't find any( and also can these stamped copies have their own local variables? Oh i forgot you can use lists)
Stamping is equivalent to replacing pixel on pen canvas with the current sprite pixels. Which means stamping is just rendering method , and doesn't have any local data: scratch.mit.edu/projects/580938352/ There are no "stamp" objects, "stamp" is like drawing line on paper, it's just a line, you can't ask how much "health" this line have, because it's line, it's just the visually. Now if you want to have objects, you need to manually store their data in LISTS, so for example you have topdown shooter, and each object have X,Y,HP, Speed, Type etc., Then you need to create a list for each of these , so create list X, then list Y and so on. Then when you have multiple lists, you use that data to render using stamps. So you first clear all from pen canvas using "erase all" block, then you iterate through each data in the lists with "repeat" block, that way you know based on X , Y and type (and other lists), where and what object to draw. For example first is (-20,60) type red enemy, so you need to go to that coordinate, switch costume to red enemy, and stamp. So each frame you repeat , erase all, draw all enemies. Now you need separate script for logic of the game, you again iterate through lists, but you need to change the X and Y lists , for each enemy depending where it needs to go, also the collision must be written manually (since touching block only, work with scratch objects, and objects made with lists and stamp aren't scratch objects, but you can them custom objects). The easiest way to create collisions are circle vs circle or AABB vs AABB collision (check on internet).
@@ggenije also thanks because when i stil used clones i set the wave to 100 and the enemies stopped spawning (yes,i knew about the clone limit) and 2, i tried to make the health into a list, but it was to hard to manage when the only thing I've got is add health to healths and if hit replace the item of clone uid with clone's health, but no matter how hard i tried, there was always bugs(like the enemies not chasing the player, all the enemies dying when only one should, the enemies not spawning at all and ect.). So huh i guess you were right all along(clones still could be used w/ stuff like menus if they're not complicated or just testing, but in most cases you shouldn't use clones(and if you only want to duplicate the sprite without linking to the original (first clone)). The only con about stamping objects at new positions is that the stamped versions are compressed(my game is pixel art so it's not a problem at all) And yea, i want each enemy to spawn a coin after defeat and this becomes hell on later waves
how did you do ths in scratch (p.s. scratch is one of the hardests actually) edit: ok ok i know it's easy to learn i have a 2 year expiriance on scratch chill-
Yeah, really easy to learn but just has limits. Scratch is not one of the hardest, especially when compared to """ Argument parser template """ import argparse parser = argparse.ArgumentParser(description='Your application description') # simple argument (mandatory) parser.add_argument('a', help='some description') # cast positional argument to int parser.add_argument('b', type=int, help='some description') # option (optional) parser.add_argument('-r', help='some description') # set silent=True if this option available parser.add_argument('-s', '--silent', action='store_true', default=False, help='some description') # parse arguments/options to an object args args = parser.parse_args() # call the arguments/options print(args.a) print(args.b) print(args.r) print(args.s) print(args.silent)
They are slow, have a 300 clone limit, because if it's too much your computer will probably go boom, and they an be tricky to manage if tou have a lot of them. The only problem with pen is that it's hard to detect collisions(and making a working pen duplicating system is pretty hard, i tried like 8 times and none of them worked)
@@gustavotonogamerMad iif you still use clones for simple stuff like menus it's ok, but if you want a lot of them to do something then it'll lag your game(or just use delta time or rurbowarp 60 fps). By slow i didn't mean they take forever to spawn, i meant if there's a lot of them the game lags a lot.
theyre called v a r i a b l e s not private variables we call variables "for this sprite only" variables and the ones that everyone share is "cloud" variables
@@CursedXyster ye what i meant is theyr e not called private variables they're called for this sprite only variables and since for all sprites was never mentioned i didn't say it
DON'T USE CLONES!? Are you KIDDING!? Trust me, when I say that if you don't use clones, you don't know how to use scratch correctly. Without clones you wouldn't be able to make multiple enemies without either making multiple sprites, or saving their data in a list. The reason it was so hard is because you didn't use clones. Even using another sprite would be easier then a pen extension. If you choose to not use clones for other games, then I think you should at least try it once. I am 100% certain that clones in scratch are the way to go when making any scratch game.
Sometimes clones are a bad choice though. It’s only good if you plan to delete them relatively fast. If you dont delete them though, it’s gonna lag a ton and there’s a limit. Sometimes using pen is better
I hate them because my buttons duplicate without reason like you see 2 same buttons but not in the same postion but anyways they are one of the main aspects of a game
@@ggenije and I'd say it depends on what you make you can use clones but there is a few exceptions with it so i think the way you make stuff is amazing!
scratch isn't really easy
it's simple
a common misconception about simple is that simple = easy, which it really isn't
scratch might be easy for small porjects but if you want to make something advanced, even a platformer, you will need to do the physics, collisions, movement all from *scratch*
A platformer is easier than you think, just code up some movement with 2 variables. Move the player on the y axis, check for collisions, if there are any, fix them, do the same for the X axis. And yeah, you’re done. Don’t forget gravity tho.
Scratch Jr. is more simple than scratch but even Griffpatch struggles with it
@@thenewboeguy well yeah but still it is much MUCH easier to do that in godot or unity
i just brought up platformers as an example
checking collisions is one thing, but fixing them is a whole 'nother thing
sure you can go to your old x or y but if you want to add slopes, make accurate collisions and ect., you will need more knowledge
not even talking about jumping, many beginners still struggle with it without a griffpatch tutorial
like i mentioned, it is much easier to do that in other engines, since the wall collision is already built in
and if you want to go even MORE complex and add a scrolling tiling level, just use another engine at that point
i get why people use scratch, like telling everyone that you built a 3d wireframe renderer in scratch sounds cool, but there is a reason why scratch is sometimes considered "the worst engine ever"
also i understand if you arent reading allat
basically doing complex things in scratch can be cool, but it can be easier to do things in other engines
sure a clicker is easier to make in scratch but if you are gonna make a scrolling tile based platformer, just use godot or unity at that point
@@ultra_9861*griffpatch screaming intensifies*
Why did i get an ad for a mario knockoff
Just proves that even SIMPLE games on Scratch take a-lot of effort to make good.
Aren't you that amazing guy who made a super cool tower defence
Could you be thinking of Warfame?
You're probably talking about "Griffpatch"
I cantbelieve you're talking about the tower defence and not Crystal Seeker, the 10 level 3D platformer
He is
Yep he is!
Warfame's tower defense is really basic and barebones. It exists solely because of his tutorial.
Griffpatch's tower defense is decent, but comparing it to Vectoid TD is like comparing BTD4 to BTD6.
Hey! Clones can detect collision with eachother, you need click on another sprite, place an "if touching [sprite name]" and drag it to the cloned sprite
Yeah, but you can't access data of the second clone through first.
One of the only scratchers who use delta times for their games! *respect*
(I see really good scratch projects not using delta time and the 60 fps mod just doubles the speed )
Ducks in Duck life be like: I Wanta be the very best
LIKE NO ONE EVER WAS DUM DUM DUM
this vid is SO UDNERRATED you spent so much work in your projects man keep it up
0:33 Actually, the first thought that went through my head was "Wow I would probably never be able to recreate this" lol
instead of using :
show
switch costime to (hitbox)
Collision
hide
you could have done a simple ghost 100 block (it still allows for sprite detection) and used the define block with this updated script:
Define [Update]
switch costume to (hitbox)
Collision
its as simple as that
While scratch is the easiest programming language, it's also the hardest programming language.
That makes no sence
As a scratch programmer, I COULD NOT AGREE MORE WITH THE TITLE.
Just found this channel already love it
Me too
Use scratch objects at background so player can't see them because are covered with another object and set positions as pen drawed objects so you can get colisions at objects
The only time I use clones is for ui or 3d sounds
only real ggenije fans remember the titles was "How to NOT make a game in Scratch"
This is the guy who made that really cool shooting bugs game. I love the lightning one! Big fan
I have play duck life when I was young but I still remember
pens are advance, it can do alot of things. while clones has a maximun limit can only do such things, if youre a fan of clones, dont be upset. its just his liking, maybe he thinks its terrible
i gotta admit, duck life was my childhood game too. i play duck life 5 treasure hunt alot... untill the age of 8.
I might have a go at making duck life in scratch!
as a Scratcher It's pain to make a VERY bad game. better is always harder in Scratch
1:51 bro really dissed the shorts wars
(Never use clones)
Me: (starts spamming clones because they are awesome)
Once you figure them out... they are better then pen
Those people who watched this video, knowed that this video was named: How to NOT Make a game in scratch
And Today its Now called: Making Duck Life in Scratch Is Harder Than You Think
Mario party in 50, 500, 5k blocks
Better idea: mario party in 7 days
I was playing only in "vegan" version of that game. It was very short and bloody.
im making a moonshine mob from cuphead dlc and its harder then i expected
This was definitely a great video!
nah
@@dvorakgigachad1444 bet u cant do better
im trying to make one but idk how to use pen
@@realdddaboss i can, because i can use real programming languages
First. A 3D GAME WHAT. Then DUCK LIFE WHAAAAAAAAAAAAAAAAAAAAAAAAAT
Truly the legendary scratcher is now ggenije.
0:47 The bird 😭😭😭😭
I love the tags are the ones you would use in scratch
Ayo bro remember me when your famous you legend
Welcome to, Koolgamzstudio being a dumb coder on scratch not knowing why clones are bad
WHY ARE CLONES BAD, AAAAAAAAAAAAAAAAAAA
They look better than pen, they can have their own variables, they are basically their own sprites
You're sacrificing almost no performance using them instead of pen either, if you need data from clones you can use lists like pen
In this particular case , you can't check with which clone of ground is duck colliding with (duck are clones and ground are clones). That's why I had to create a sprite for each ground part. Second, you can't combine clones with the pen because clones will always be on top. Third, if you're using lists for data , that will mean only a purpose clone would have is as rendering script caller, but that will limit you to 300 objects.
In conclusion, clones are like lazy solutions, which always turn to bebad decisions if you want to make something serious. That's why I use clones for small projects only like this, and I still get some kind of problems.
Original title: how to NOT make a scratch game
8:36 very interesting secret
lmaooo the hashtags #games #all
I see you're a man of culture as well 😂
did clones kill bros parents or something
scratch is a really hard programing language because of its simplicity and lack of many things like a builtin gravity or a 3d rendering engine yea i share my thoughts about clones they are bad
Like stretch block. lol
epic bro i really loved it!
pov duck life is one year older then you
nice
im still so mad u didnt use clones
yessssssssssssssss
Clones 👎
clones are bad man
@@nirty6340 wth do you mean?
Clones are the best
10th level is a sort of fortress...
Ok, hear me out, but am i the only one of his viewers who doesn't know how to attach a uid to a stamp, I'm making a topdown shooter game and it's pretty much infinite so I'd like to tell me in the comments or just link me to a TH-cam video because i didn't find any( and also can these stamped copies have their own local variables? Oh i forgot you can use lists)
Stamping is equivalent to replacing pixel on pen canvas with the current sprite pixels. Which means stamping is just rendering method , and doesn't have any local data:
scratch.mit.edu/projects/580938352/
There are no "stamp" objects, "stamp" is like drawing line on paper, it's just a line, you can't ask how much "health" this line have, because it's line, it's just the visually.
Now if you want to have objects, you need to manually store their data in LISTS, so for example you have topdown shooter, and each object have X,Y,HP, Speed, Type etc.,
Then you need to create a list for each of these , so create list X, then list Y and so on. Then when you have multiple lists, you use that data to render using stamps. So you first clear all from pen canvas using "erase all" block, then you iterate through each data in the lists with "repeat" block, that way you know based on X , Y and type (and other lists), where and what object to draw. For example first is (-20,60) type red enemy, so you need to go to that coordinate, switch costume to red enemy, and stamp. So each frame you repeat , erase all, draw all enemies. Now you need separate script for logic of the game, you again iterate through lists, but you need to change the X and Y lists , for each enemy depending where it needs to go, also the collision must be written manually (since touching block only, work with scratch objects, and objects made with lists and stamp aren't scratch objects, but you can them custom objects). The easiest way to create collisions are circle vs circle or AABB vs AABB collision (check on internet).
@@ggenije yea i know i just didn't want to write an entire 69420 page paragraph
@@ggenije also thanks because when i stil used clones i set the wave to 100 and the enemies stopped spawning (yes,i knew about the clone limit) and 2, i tried to make the health into a list, but it was to hard to manage when the only thing I've got is add health to healths and if hit replace the item of clone uid with clone's health, but no matter how hard i tried, there was always bugs(like the enemies not chasing the player, all the enemies dying when only one should, the enemies not spawning at all and ect.). So huh i guess you were right all along(clones still could be used w/ stuff like menus if they're not complicated or just testing, but in most cases you shouldn't use clones(and if you only want to duplicate the sprite without linking to the original (first clone)). The only con about stamping objects at new positions is that the stamped versions are compressed(my game is pixel art so it's not a problem at all)
And yea, i want each enemy to spawn a coin after defeat and this becomes hell on later waves
Underrated. I’ll look out when you get famous.
Am I the only one who got stampy and squishy vi by the thumbnail
You should make a scratch tutorial
6:04 someone noticed he used clones?
Cool game.
It's not just hard because of the coding, it's a simulator so it's even more complicated to make. idk I could be wrong
I enjoyed this video.👍
This is actually the best Scratch video I've seen in a while. So I relate to that with you.
Why is the link of the game is not on the description? Is it unshared?
I added it
why you dont use clones its can detect collisions using the whan i start as a clone block
Read the wall of text at 5:54
You used music from SuperTux! 🎉
how did you do ths in scratch (p.s. scratch is one of the hardests actually)
edit: ok ok i know it's easy to learn i have a 2 year expiriance on scratch chill-
easiest to learn but there are some limitations
Yeah, really easy to learn but just has limits. Scratch is not one of the hardest, especially when compared to """
Argument parser template
"""
import argparse
parser = argparse.ArgumentParser(description='Your application description')
# simple argument (mandatory)
parser.add_argument('a', help='some description')
# cast positional argument to int
parser.add_argument('b', type=int, help='some description')
# option (optional)
parser.add_argument('-r', help='some description')
# set silent=True if this option available
parser.add_argument('-s', '--silent', action='store_true', default=False, help='some description')
# parse arguments/options to an object args
args = parser.parse_args()
# call the arguments/options
print(args.a)
print(args.b)
print(args.r)
print(args.s)
print(args.silent)
@@lcajueiro what? its literally just an argv parser
@@dvorakgigachad1444 i just used a random script
2:15 3. (toint in dir 0) move 10 steps
🔥🔥🔥
5:27 Was this episode funny just to me?
cool video
i hear supertux
I faved this game in scratch
wow very cool vid
3:26 what song is this?
?
ixjeswuind?
jiznz,ji+8:xijnij
?f?f
😀😁😂😃😊😋😎😎😎😎😎😎😎😎😎😎😎😎😎😎😎😎🙂😃😆😐😑😶
I challange you to make a game called King tounge
thanks
Хорошее видео.
also clones an make your moniter expolde if too much
I CANT make this I’m not that good
Hey I've seen you in Scratch
Use clones else surfer more pain
1:!6 the neck 🙃
ik ur pain
u should make earthbound
why clones are soo bad like never use?
They are slow, have a 300 clone limit, because if it's too much your computer will probably go boom, and they an be tricky to manage if tou have a lot of them. The only problem with pen is that it's hard to detect collisions(and making a working pen duplicating system is pretty hard, i tried like 8 times and none of them worked)
@@томни run wwithout screen refresh, also no one uses 300 clones in a game
@@gustavotonogamerMad iif you still use clones for simple stuff like menus it's ok, but if you want a lot of them to do something then it'll lag your game(or just use delta time or rurbowarp 60 fps). By slow i didn't mean they take forever to spawn, i meant if there's a lot of them the game lags a lot.
@@томни i literally use 8 clones for in game, also im planing on adding pen for custom levels
@@gustavotonogamerMad ok if you don't want to do hard work with lists u can use clones
You should have more subs and videos as well
Bro it ain’t Flappy Bird
the most jank project ever… I love it
3:26
Duck in Ohio also 100th comment
That does not look like The real game
ALWAYS USE CLONES!!!!!
There's private variables too. USE THOSE!
theyre called v a r i a b l e s
not private variables
we call variables "for this sprite only" variables
and the ones that everyone share is "cloud" variables
@@Edvit40 well there are three types of variables
"for this sprite only" variables
"for all sprites" variables
and "cloud" variables
@@CursedXyster ye what i meant is theyr e not called private variables they're called for this sprite only variables
and since for all sprites was never mentioned i didn't say it
I wish I uses them before now I have few variables and missy lists
7:26 - 7:40 is sad f for duck I'm sad wahhhhhhhhh
This literally makes me upset
scratch isn't really simple it's easy
imagine using clones
i use clones
0:010:02
I liked to be 1000th like
wtf is this 5:56
I beat it
666th like
DON'T USE CLONES!? Are you KIDDING!? Trust me, when I say that if you don't use clones, you don't know how to use scratch correctly. Without clones you wouldn't be able to make multiple enemies without either making multiple sprites, or saving their data in a list. The reason it was so hard is because you didn't use clones. Even using another sprite would be easier then a pen extension. If you choose to not use clones for other games, then I think you should at least try it once. I am 100% certain that clones in scratch are the way to go when making any scratch game.
Sometimes clones are a bad choice though. It’s only good if you plan to delete them relatively fast. If you dont delete them though, it’s gonna lag a ton and there’s a limit. Sometimes using pen is better
Thank you. You've opened my eyes. Next time, I'm gonna use clones for sure.
I hate them because my buttons duplicate without reason like you see 2 same buttons but not in the same postion but anyways they are one of the main aspects of a game
but there is a clone limit on scratch, i know there is turbo warp but still what if you want to make it on scratch and not turbo warp what then?
@@ggenije and I'd say it depends on what you make you can use clones but there is a few exceptions with it so i think the way you make stuff is amazing!
bro your to close to the mic i can barely watch this
bad🤬🤬🤬🤬🤬🤬🤬🤬😡😡😡😡😡😡😡😡😡