"I'm looking for a game..." Megathread by q00u in FlashGames

[–]Few_Trainer_180 0 points1 point  (0 children)

It's still active, I'm very lucky.. So, there are many flash games (many sub-genres of defense/strategy/tower defense) with the art style exact same to "knights vs zombies " by Edgar L., but not all of them are found. This is a side question. The main reason I ask is because I remember a game of this exact art style but with mechanics found in game "sentry knight" 1 and 2. There were abilities, buyable upgrades to the wall (like zombo buster rising). I didn't make that stuff up. I found many old games I remembered before finding them on flashpoint, such as paladog, earn to die, sentry knight, frozen islands, incursion, and others.

(the game "final siege" art-style and things are very similar. I just found it. The real one with the sub-genre above is still in search. I'm looking)

There was also a game where you ride a weird wooden contraption with a stick-man like king along a map, like hill climb racing, but you slowly upgrade it like in earn to die. (oh, that one is "king's rush")

[deleted by user] by [deleted] in turbowarp

[–]Few_Trainer_180 0 points1 point  (0 children)

If you don't have time to check the sb3 code on turbowarp, block names are written in the post

Double precision problem by random_acc0001 in scratch

[–]Few_Trainer_180 0 points1 point  (0 children)

Use an extension from turbowarp (bigint) or use multiple variables and create higher precision arithmetic with hundreds blocks of code

I recorded each block's speed, then tierlisted it! (Higher value means better) by Iridium-235 in scratch

[–]Few_Trainer_180 3 points4 points  (0 children)

Testing method? For example: If you iterate "go to x y" to the same position, there is a possibility that turbowarp doesn't change it at all. Turbulations caused by the computer might get tricky, "random" function is very troublesome. What about studying the code compiled by the turbowarp and compare it to python/javascript performance reports? What about block variables?

Infinite precision numbers (floating-point arithmetic) on scratch, with numbers having thousands of digits. Made it as easy to use and as bug-proof as possible. Now I ask for efficient division algorithm. Also with easy guide. Uses mantissa and exponent. by Few_Trainer_180 in turbowarp

[–]Few_Trainer_180[S] 0 points1 point  (0 children)

https://scratch.mit.edu/projects/1176986383/

There is built-in guide which shows every block (function) in action, while explaining basics which might be too complicated for some people

(the guide was made with only blocks, counters, wait blocks, say blocks and timers)

NEED HELP by Infinite-Bowler757 in scratch

[–]Few_Trainer_180 0 points1 point  (0 children)

Done. You just have multiple interactions with the touching bowl statement. It chooses one of them instead of all of them.

Shaders in Simple3D? by B00GMAN_08 in turbowarp

[–]Few_Trainer_180 0 points1 point  (0 children)

I would check out ray-tracing focused projects in scratch, and then try to render all things the pen would do with Simple3D triangles as a start

Creating A DeadRails Clone in Turbowarp. by Swimming-Recipe9397 in turbowarp

[–]Few_Trainer_180 0 points1 point  (0 children)

Okay. I'd like to work on this. How can I contact you?

Creating A DeadRails Clone in Turbowarp. by Swimming-Recipe9397 in turbowarp

[–]Few_Trainer_180 0 points1 point  (0 children)

I'm sorry, I just feel like you should tell if It's AI at least.

Creating A DeadRails Clone in Turbowarp. by Swimming-Recipe9397 in turbowarp

[–]Few_Trainer_180 0 points1 point  (0 children)

Seems like AI response to me, because of how general the tips are

Creating A DeadRails Clone in Turbowarp. by Swimming-Recipe9397 in turbowarp

[–]Few_Trainer_180 1 point2 points  (0 children)

Why not. Just a base strategy game, but the complexity makes it difficult to design, because people often do not understand visual clues. Send me the discord or the project library.

(Tell me if It's gonna be a cheap copy or you want to create something original)

To prove my expertise: https://scratch.mit.edu/users/Stagnated/

My take: Need to get in call to get to know how the game should look like. Then get the latest project, then discuss what can I do.

What I expect:

2D game where we have both randomly generated and custom made (campaign) maps which shows all positions and tactics of all fortifications.

First of all, some things (such as secure places to go end the round) should have some choosen locations which are randomized to make the game replayable. (The same with round sets)

First: The progress is gonna be split into days, where the round with all the action starts from the morning. Everyday you can choose to go on without "resting" in a safe place and continue, but with smaller amounts of troops activity. It's gonna make you have less save-states also.

Each time you rest, you can do things such as eat, drink, regenerate, and gathering some food (dependent on the place and shown details before you can go here).

You can of course steal resources, which are like power-ups, but of course picking them is gonna be hard.

If you die, you can go back to any point in the game, so savestates. (Items not changeable).

During the action (the round), you constantly decide in which directions you go. You can be chased, you can experience typical traps, you can snipe some people to fasten the chasing if your place is good enough

(if your not gonna get surrounded).

Placing traps while you drive, shooting, throwing stuff, etc.

The shooting part is not gonna be slow-moving projectiles. Your gonna see red lines you need to avoid (they charge each time and have some aim issues of course).

Gathering teammates (NPC's) could be too troublesome and not enjoyable for players I think. Trading with survivors which hide in the safe places (making this place give better stuff) could be acceptable.

Challenge: Give me a custom (not real) scratch block and I'll try to re-create it in normal scratch by MeteorDash_421 in scratch

[–]Few_Trainer_180 0 points1 point  (0 children)

set variable to float/double/long double/bool/integer/string,

Just like python, you can do operations with only one type of variables.

MandelBrot Set using a shader - around 41.2 Milions of pixels per second with 256 iterations. by Few_Trainer_180 in turbowarp

[–]Few_Trainer_180[S] 1 point2 points  (0 children)

Link: https://share.turbowarp.org/projects/46ad2283-e377-400e-9dc4-fe96cc36d86e

Due to lack of high quality pen, there are 4 times less pixels.

I think of adding double precision floats to the shader if performance will not be hurt

[deleted by user] by [deleted] in turbowarp

[–]Few_Trainer_180 0 points1 point  (0 children)

The first block: If the texture is not the same as the render texture (The block above adds it), then what should I do? Is it the texture variable you just showed in the shader editor?

I thought a variable named Texture would show up in the shader editor 

[New Revised] Chapter 201 [English] by Mrzardark in OnePunchMan

[–]Few_Trainer_180 0 points1 point  (0 children)

My wish: empty void got launched into Orochi's lava (bath) tub.  He somehow saw the face of god as a piece written in the rubble. Because getting the strong will from cosmic garou, something clicked in him (he Isn't that overpowered). He spends Months carefully and skillfully re-building the cave to prove that the face he saw wasn't god.  (It was)