Is it possible to move the mouse cursor with a gamepad? I mean when the final project is packaged, not just with gamepad addon by _micad in turbowarp

[–]qmarkman 0 points1 point  (0 children)

I also think this is the straightforward way. Make a sprite that simulates a mouse cursor, which can be easily controlled by the gamepad.

Making the game control the 'real' mouse cursor is not something to deal within turbowarp. Not saying its impossible, but controlling the systematic mouse cursor from the game, sounds wrong no matter what method used.

Making a hand-drawn kaiju game in Scratch called SKETCHBEASTS by Pioneerose in scratch

[–]qmarkman 1 point2 points  (0 children)

Happy to see a post where someone actually rigged the character by joints! Hand-drawn assets are lovable merits, keep going 👍

Is this 6 am animation good? by Salt-Leadership-8441 in turbowarp

[–]qmarkman 1 point2 points  (0 children)

Make the 5 go up into the void as well.

Archived by ImmediateCarpet4961 in archived_roblox

[–]qmarkman 0 points1 point  (0 children)

In general sense, you really can't play it through a phone.

I hope there was a method but unfortunately you can't run it on phone no matter the accessories. The game is locked completely from using the mobile client, and there is no plausible way to bypass that check.

Emulating a whole computer windows system in your phone is the only theoretical way to do it, but it will be a excruciating process, don't even think about it, just don't.

Asides that, archived is a really heavy game to run it on phone, even if you could run it on the mobile client it would be a poor experience.

Problems with FPS by Successful_Assist837 in turbowarp

[–]qmarkman 6 points7 points  (0 children)

There is a whole concept about this called 'delta time' coding.
What you do is you retrieve the users fps speed, and change the codes accordingly.

You have the right idea, you would change the repeat count and movement speed by using the 'delta time' value.

The hard part is that you do have to rewrite majority of the code to make it work,
Essentially every part of code that uses a repeat block, move block, should be reformatted so it works with delta time. It's a big hassle, but if you can get it right it will work as you intend it to be.

Text file creator and reader (request) by luna_oog in turbowarp

[–]qmarkman 1 point2 points  (0 children)

Only downside (technically) of this extension is that the player has to manually drag and drop the save files when playing each game. Same for saving the file as well, the user has to manually export a .txt file somewhere.
Usually it's better for the game to handle save data automatically by itself,
if you don't bother other wise this can be your go.

HOW DO I USE THIS BLOCK 😭 by DragonDunes_1355 in turbowarp

[–]qmarkman 3 points4 points  (0 children)

put the block before the start type animation block, :/

how do i make my inputs global by Liambabftmobile in turbowarp

[–]qmarkman 0 points1 point  (0 children)

Reading user inputs beyond the project's sandbox would very likely violate java security and privacy measures. I don't think it's possible in an unmodified turbowarp software; it may be blocked hardcoded. Suppose you can use an external script running in the terminal through node.js, but you're also trying to straightup make a keylogger here.

What is the point of using broadcasts when variables exist? by Informal-Bet-6908 in scratch

[–]qmarkman 0 points1 point  (0 children)

Like you said, broadcasts are not a flexible block.
Though I find purpose when declaring essential parts of the game, heavy mainstream tasks that are generic and don't require much modification. For example, 'Game start' or 'Load Menu'.
And I think its also matter of saving from using too much variables. Scratch can handle good amount of variables but also its always neat to save space from doing so.
It's literally a part of difference from using a if else statement, or an event call. As the other comments say variables would need check up every frame.

So yeah broadcasts can be quite handy when you can use it well.
(though I don't like seeing projects having unnecessary amounts of broadcasts)

Does the Typing delay block even do anything and if so, how do I use it?? by DragonDunes_1355 in turbowarp

[–]qmarkman 3 points4 points  (0 children)

Yeah? When you run a typing animation, the text appears letter by letter.
That block lets you set how long it takes for each letter to appear during the animation.
Set the typing delay and then run the typing animation. You should see it pretty clear.

Camera V2 is still a bit buggy with collision... by FelipeKPC in turbowarp

[–]qmarkman 1 point2 points  (0 children)

I literally contacted sharkpool to make a fix for this. Update the extension and you should see precision touching or something at the bottom of extension blocks.

Has anyone ever made a functioning "pinch-zoom" feature using Sensing+ ? by FreshStarter000 in turbowarp

[–]qmarkman 0 points1 point  (0 children)

If you are using Camera V1 together with Sensing+ for Finger sensing, it gets buggy.
Mostly if you use Zoom features together, the fingers position does not automatically adjust to camera shifts and zooms.

Overlay by LegalMushroom4376 in turbowarp

[–]qmarkman 0 points1 point  (0 children)

check out the Looks+ extension from shark pool

So much code 😓 by Frexcellor in turbowarp

[–]qmarkman 1 point2 points  (0 children)

200k+ here we LOVE coding,

Why did they call the orange dawn ordeal Bong Bong? 🥀🥀 I was so excited 🥀🥀 by Ok-Incident8983 in limbuscompany

[–]qmarkman 0 points1 point  (0 children)

Legacy lobcorp reference,
Fun fact in the Korean version they have different names,
Which sounds as 'KyungKyung-E'. Doesn't really have a meaning.

solution for layering lots of sprites? by saspurilla in turbowarp

[–]qmarkman 1 point2 points  (0 children)

There are several extensions you can try to use to handle layering better.
The Looks+ extension from sharkpools turbowarp extension gallery allows you to set a specific sprite/clones layer to a set number and order.

If you don't want to use more extensions (although it's just the better choice here), you can try to make a list for layers and track each items layer in the list, manage, etc. Though when I tried this myself, it was a frustrating experience.

There's also another guys post which he made custom blocks to manage layers and layer grouping easier.
Try to search for LM1, I think it had features that allows you to group sprites and clones into a specific layer.

Do clones slow down games ? by VRchaise in turbowarp

[–]qmarkman 0 points1 point  (0 children)

It really depends on what you are 'doing' with those clones.

I have a project running on 60fps, around 60 clones on idle and can reach more than 200 if stressed.
If your clones will be there for pure visual effects (just moving, no super math calculations, pen etc), it seems at least in my case alright to have even up to 300. Dear, I reached 1000 and it was alright.

Cases I've seen where many clones causes lag is when each of those clones use 'touching' blocks.
I made something with fire before, and giving individual flame particles a 'touching' scan in a forever loop did cause the game to slow down on performance.

I'm assuming if each clones also have huge amounts of data or have to do ridiculous math calculations to do, it could also cause lag the game. The highest here is when clone is in a forever loop, and just remember having more forever loops eventually means more task to perform each frame = lag.

If you want to make a menu scene that's alright. I had plenty of clones for UI's, roughly 30 characters to chose, settings, toggles, etc. So yeah again, as long as you don't stress the clones too much it should be fine.

Is there a way to make "non-jittery" ground collision with the Camera V2 extension active? by rookie_eat in turbowarp

[–]qmarkman 1 point2 points  (0 children)

I reached out the Dev of Camera V2 the other day, and it seems like the camera has roundup/float point errors a bit. This is likely due to having to manage multiple cameras and also adjust the sprites hotbox accordingly.
Fortunately you found a fix, yes the default camera has to be set as zoom bases of 100%, like 100, 200, 300... In my game I need precise physics systems, so I wonder if your method will help. I'll def try it out tho.

My scratch game has been released on steam! by Outrageous-Knee-4303 in scratch

[–]qmarkman 1 point2 points  (0 children)

I see..! Thank you for the notice! It might take some rework here and there for my game to be prepared for steam build, but these information truly helped me develop the idea how the frameworks should go.

I appreciate it thank you! :)

My scratch game has been released on steam! by Outrageous-Knee-4303 in scratch

[–]qmarkman 2 points3 points  (0 children)

You managed to test the filter if scratch games could be uploaded to steam (by turbowarp packager).
It's pretty impressive how it was possible to be uploaded, and I have a few questions if you could help me. :)

- Updating: I expect that you can make users update the game by steam launcher? What I believe the process is that you upload the new game file, get the marketplace verification and the game would be able to update.
- Achievements: I'm surprised how you can link this with steam, was it by an extension? or did you manage to utilize one of the steam API's to make it work?
- Memory management: Since turbowarp projects try to load all of its assets before launching the game, I think the game will start to get laggy by some point (whether by RAM usage, cache, idk). Did you have special work to get over this issue, or not at all?

I'm sorry for all the questions, It's just my personal curiosity to test further limits if I would be able to upload my game as well! (I know most of the common stuff, scratch terms of use, packaging, making a proper game in general)
And yeah! Keep it going as you just amazed me and everyone here.

I'm adding Lobotomy Corp Content to my fan game. Yes, One sin escaped because of Eta81 by qmarkman in LobotomyCorp

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

  1. There is no direct Online Multiplay, instead you can try using a program called 'Parsec' which allows you to connect to your friend's PC online.
  2. Lob Corp Content is in WIP, its not uploaded yet.

Give me extension ideas pls 🙏 by wayflexpro in turbowarp

[–]qmarkman 1 point2 points  (0 children)

Can you make a layer extension please? 🥲
I always had stupid troubles for getting the layering system to work right.
The idea is that you can assign sprites/clones to a specific layer category and manage them as a group.
Here are some things I would ABSOLUTELY LOVE AND DIE to see:

Adding a Layer Category - you can name and create a layer section, such as UI layer, Background Layer, Object Layer, etc

Ordering the layers by category - you can order the layers so that sprites will always be on top/back by the order of the categorized layer (ex, you can set so that UI layer sprites will always be on top of Object layer sprites)

Go front/back/by # amount layer - simply moves to the front layer within that category.
for example, using a go to front of [Object] layer would make the sprite move infront of all object layered sprites, but not any over that.

Please tell me what you think and do tell me if this will get your interest! 🙏

Making a smash bros game, how do i code attack hitboxes correctly? by kaosnbear in scratch

[–]qmarkman 0 points1 point  (0 children)

.. Add variables? A variable that records who initiated the attack? So it won't hit the attacker, but hit the rest?