@@boem231 My first reply wasn't showing for some reason so I had to delete it then retype it. Basically the dropdown menus that are circular are separate blocks that are shadowed inside. With file editing its possible to un-embed the menus(only the circular menus though, not the square ones), and get them as separate blocks. Most people just copy hacked blocks from somewhere else, like a scratch project or the TurboWarp extension, so mistakes many by one person get lazy-journalismed across the whole website. One example of this is the when this sprite touches hat block almost always having the wrong menu. Most of the time when you see the block it has the menu from the sensing block instead of the menu exclusive to when this sprite touches. There's way more but I don't want to put it all in one comment, tell me if you want to hear more.
@fiveminutesforgames100 Unfortunately the stretch blocks don't do anything, unless you have the TurboWarp stretch extension, where the stretch blocks set x and y stretch to undefined(Not NaN, undefined values exist in scratch).
@@RokeJulianLockhart.s13ouq You know how I said that all circular menus are technically their own blocks? Well so is the note selection menu. The note selection menu pretends to be an input like number input or string input, but its secretly its own block to. If I had to guess why this happens, its because extensions can't add more inputs. Other inputs aren't like this, for example integer input is part of a different system. On the exact opposite case, the broadcast dropdown menu has its own id, but scratch likes to auto convert it into the identical looking input form. My best guess as to why that one happens is so that the auto conversion can fill in all of the necessary detail, like broadcast id and name, which couldn't be done with just a dropdown. Even if my guess is incorrect, its most likely still a hacky workaround. Also, the round block with the note menu in it, and the color menu inside the join block, those aren't special, someone just made them once and then it got swept up in the copy paste game by people who can't be bothered to edit the json file themselves.
The while block isn't that big of a deal because of how you can use the repeat until block with a not reporter, but the for loop will definitely shorten code
sensing block, CoreExample Blocks, all at once control block, red hat block, menu input reporter blocks, point towards ( _ random _ v) block: am i a joke to you?
the for each block is actually insanely usefull for optimization, because it saves a change [variable] by 1 block as well as automatically initializes the variable to 0 when the loop starts, which can quickly add up if your code is already maximally optimized. im guessing the reason this is more optimized is just because scratch's way of handling the code writen is poorly optimized
btw if you're working on the multiplayer part2 (please do it already if not), there's alot of bugs i found like p2 appearing on screen1 but the other screen can't see p2, or the player being able to alter p2's movement, or even p2 not moving at all
I mean most of these hidden blocks can be replicated with code blocks already in scratch (also i'm pretty sure that the "while" block already exists) so i'm not surprised they removed them reminds me of when there was a [forever if] block in scratch 2
@@frozenkartoffel no, i mean for is technically kinda in scratch in the way of "repeat x times", but while could be added with almost no repercussions, its not hard to understand a forever while. Then again, "repeat until" serves the same purpose while being different for no good reason
there is a round block just type %15 on the search bar and then copy the symbol that appears and then go back to your project and make a block named that symbol (it doesn't work for booleans or the other thing that is the text but smaller) and then you have a brand new round block! Sadly you can't connect anything to it :C
The last three are not secret blocks, they are input hacked blocks, meaning we put stuff in them we aren't supposed to, doesn't mean they are useless, just not usual.
idk why some people think scratch isin't a real programing language not all programming languages have to be text based wouldn't that mean blueprint isin't a programming language
Please make a sequel to this multiplayer shooter! I really need the multiplayer mechanics, I tried to improve it by giving each clone its own name (Clones+ extension), but I would like to know your opinion on this matter.
why the heck would scratch hide these? Especially the for and while loops? I get the other weird ones like the counter which were probably just experimental.
Great Video! I just want to let you guys know that: The while block can be created without hacks by using a repeat until block and "not" block. Use a variable. You can change the "counter" by as much as you want, decrease it, create multiple of them and show it or hide it on screen.
well you can edit the JSON file when you donwload your project, convert the .sb3 file extension to .zip, open the .zip file, open project.json and edit the blocks. when you're done, convert it back into .sb3 and make sure you didn't make any mistakes when you wanted to make the custom block(s)
@@dailymemesjw speaking in general or abt the while block? cuz yeah a lot of these removed blocks would be useful, but the while block only has one function
The weird thing about the foreach block is that it represents a for loop when in c# foreach is its own statement that runs logic foreach item in an array, basically a list with a set size.
Instructions for recreating these blocks in actual scratch projects: "When this sprite touches (thingy)" can instead be a forever loop that says "wait until touching (thingy), broadcast x, wait until not touching (thingy)" "For each (thingy) in (number)" can instead be "repeat floor((number) divided by (thingy))". (for non mathy people, floor rounds down a number) "while (stuff)" can literally just be "repeat until not (stuff)" counter can be done with a variable, not sure what purpose it has being there last few seem useless, I could maybe see a niche use for the join block but don't have a way to recreate it
You can make all of these using regular scratch blocks: When touching is just Flag->forever->wait until touching->[put code here]->wait until not touching The while loop is just repeat until not The for loop is just repeat X->change Y by 1 The increment and reset counter is just change x by 1 and set x to 0