@@valdemarandersson3234who said he’s joking…. Griffpatch 2045 WHATS UP GUYS TODAY WE DO 4040404943838383838399D IN SCRATCH LETS GET SCRATCHING imagine tho
Same as well! have you heard of baldi's basics plus? in the game there was a field trip when you go to a corn maze however if you don't escape the maze a GIANT gotta reap reap will reap all the corn leading Baldi to catch you and teleport to you to the bus when you left off. It's kinda like that but you need to find 9 corn in the corn maze while avoiding Baldi.
Hey griffpatch. Your platformer series helped me make a game for my school's coding competition! i put my own twist on it ofc. but i hope i win! fingers crossed! :)
@@griffpatch Hi Grifffpatch. I need help. At the end of the video chapter "Drawing the scenes from the List" I tested out the game, and then I was stuck under the ground, and nano disappeared. Can you help?
Wow! I’ve always wanted to know how to place sprites behind pen and this was super helpful! Maybe you could talk about how to texture the walls into simple patterns like bricks? Thanks for all your videos!
28:05 Scratch: No, I won't let you use the "touching (Entities)?" boolean block in the sprite Entities Griffpatch: Ok fine, I'll do it myself Scratch: WHA-
By the way the pathfinder is quite slow when you are moving around but it works and for the maze generator form griffpatch, the problem is they used pen and not sprite but it could be very fun to have that stuff
@@undertalerandomvideos5222 Impossible Since both require pen, You would need to hide the map but there is no "if touching pen" block So It is a scratch impossibility; Just sayin'
You should add jumping, and actuall floor collision,and render script (make platforms in the air). I would really want to learn that. Also, there is a way too make entitys look 3D with some maths and pen.
I'm afraid, with the system currently, it is impossible (without making the game unplayible and glitch a lot) This is projecting a 2d world as if it was 3d Jumping is possible as an optical illusion
@@preloadingwastaken well it wouldn't be that difficult to add a Z height to entities even if the world is 2d, though like I said the world is entirely 2d so its not like there would be a point to doing that but it could be done
@@jlewwis1995 You are aware that you would need to do almost 200 more raycasters just for it, Raycasting is only meant for 2 cords. If you do make one that does it without remaking the whole system I'll take my words back (and it has to be playable)
@@preloadingwastaken uh no? Just move the entities up and down on the screen based on their height l? And implement y-shearing so the player can look up and down, obviously it isn't true looking up and down but that's beside the point, either way problem solved :p
You might want to cap off the entity brightness by using an if statement and a greater than block to prevent them from getting brighter than the original sprite.
this is a smart idea but its impossible, considering the brightness effect isnt a variable, so you cant input into an if statement. well, unless there's some work around for that i just dont know about
@@thejustlexa you take the brightness setting code and check if its not over 0, and if it isnt then do the basic brightness setting code. else, simply set brightness to 0
took me hours to realize what i did wrong with raycasting into a list, hopefully i can save someone that time. BUG: annoying vertical line of pen in the center of your screen, behind your walls SOLUTION: row # should start at one, not zero. silly mistake but one that got me frustrated!
Its not true 3d though. While griffpatch has done a great tutorial raycasting is nothing new. Before true 3d games like “half life” came out most 3d games looked like the original doom or wolfenstein games. Raycasting is just creating the illusion that a 2d map is 3d
I think its because of somehing with the erase all block, works fine if you remove it while keeping a copy in the light entity, but you cant place the entities behind walls
Hey griffpatch, I have a problem with the depth sorting. My entity only shows as a wall until i get super close to it how do i fix this? Edit: I checked all my scripts and they were the exact same as yours. I also checked the type list data and found the type "1" but the entity would still only show as a wall from afar.
I’d like to recommend something. I saw a video that you made nine months ago where it makes its own maze what if there’s people who want to have replayability in their games so hopefully you can make a tutorial on how to make a 3-D game that makes its own layout.
Hey Griffpatch, I follwed everything as you showed, but for some unknown reason, my "Nano" sprite is strangely stamped in the background (behind all of the walls), and my "Nano" also doesn't change height according to perspective! Where did I go wrong?
I've also got a weird problem. My entity displays as a line of wall, and all the walls are my entity stamped a bunch of times! It looks really weird and I've gone back into the code and checked EVERYTHING but nothing works
Hi Griffpatch! When I did the stamp thing, My entity went bigger when I walked away from it, and a very big one was in the background behind everything, any tips for this bug? Thanks!
how are you keeping nano in the same place? in my game, my character isn't staying put in the exact same spot and is moving around weirdly when I turn around. how do I fix this?
Thank you so much Griffpatch! I have been watching you ever since I was little, You helped me turn into the person I am today and I just wanted to thank you for it.
@@funraven659 Lets say ‘Current part = X’. X+1 is what we always want. We also need an average time between parts, lets say ‘T’. What we want is Tx0 and X+1. Sadly this is impossible, so we need a work-around. Make a new scratch block. Lets call it ‘Condense Time’. Run without screen refresh. Okay! Now move this into some free space and apply the following: [REDACTED]. Now if we run this script… voilà! We now have a new episode. Rinse and repeat. Read this in griffpatch’s voice.
Make it so that we can transfer into different levels of the game because this seems like a perfect way to make a 3d horror game in scratch! Reminds me of IMSCARED
help, i dont know exactly whats wrong but heres the problem: when i ran the project while showig lists; type, dist and x the only thing they said was (type) 4, (dist) changes as i look in a different direction, (x) 244. Please, i dont know what to do and this is very important because its a school (kind of) group project. Dont worry, im adding a whole storyline and different levels but i need this to work
help, i dont know exactly whats wrong but heres the problem: when i ran the project while showig lists; type, dist and x the only thing they said was (type) 4, (dist) changes as i look in a different direction, (x) 244. Please, i dont know what to do and this is very important because its a school (kind of) group project. Dont worry, im adding a whole storyline and different levels but i need this to work
I thought about how the next episode would make all entities enemies and collectibles, so I decided to change to Tera because the characters other than Scratch Cat have expressions such as mad.
Hey Griffpatch, I believe I’ve figured out how to add verticality to the camera! When messing around with base ray tracing code trying to add jump, I accidentally stumbled on it. I’m awful at explaining things but I’ll attempt to: Create a new costume in the Raytracing sprite. Make that sprite absolutely massive. The bigger a sprite, the further it can go off screen from what I’ve seen. Create a new variable to represent vertical looking directions(would suggest adding a cap to it of 400. It moves 4x as slow as normal directions from what I’ve tried)[I’ll be calling the variable *up* ) Then, where the normal bricks for raytracing is, replace the bottom of the wall generation with this [switch costume to (Huge)] [go to x: (x) y: (height - up)] [if(y > -180){ [Pen Down] [Change y by (height*-2)] [Pen Up] }] [switch costume to (hitbox)] This is probably a bad explanation lol. If wanted, I can send a turbowarp link with the vertical stuff,(unsure with how it mixes with enemies and other things yet) Also Griff, massive thank you for the tutorials and everything else you have done for the scratch community. Your work is truly amazing mate
Oh, I simply did it by adding scratches mouse y variable to the height. I did the same thing with mouse x for turning, and now it feels like a proper first person game!
help, i dont know exactly whats wrong but heres the problem: when i ran the project while showig lists; type, dist and x the only thing they said was (type) 4, (dist) changes as i look in a different direction, (x) 244. Please, i dont know what to do and this is very important because its a school (kind of) group project. Dont worry, im adding a whole storyline and different levels but i need this to work
help, i dont know exactly whats wrong but heres the problem: when i ran the project while showig lists; type, dist and x the only thing they said was (type) 4, (dist) changes as i look in a different direction, (x) 244. Please, i dont know what to do and this is very important because its a school (kind of) group project. Dont worry, im adding a whole storyline and different levels but i need this to work
Make a sprite named bot and make another raycaster, except for the bot. Also make sure in the player raycaster you add the ability to look at the bot, Add a if inside the bot raycaster that checks if touching player (also make sure it has level too lol) and broadcast touching player, In a when i receive block point towards player and move 5 steps. There you go. (sorry i dunno how to do it with the 2d sprites)
i can imagine scratch shorts where griffpatch teaches something as fast as possible. but since he has to make it fast everyone already knows it but still enjoy
help, i dont know exactly whats wrong but heres the problem: when i ran the project while showig lists; type, dist and x the only thing they said was (type) 4, (dist) changes as i look in a different direction, (x) 244. Please, i dont know what to do and this is very important because its a school (kind of) group project. Dont worry, im adding a whole storyline and different levels but i need this to work
help, i dont know exactly whats wrong but heres the problem: when i ran the project while showig lists; type, dist and x the only thing they said was (type) 4, (dist) changes as i look in a different direction, (x) 244. Please, i dont know what to do and this is very important because its a school (kind of) group project. Dont worry, im adding a whole storyline and different levels but i need this to work
well if you want to just do what i tell you make sure you do this in the entity's step1: put a put a move [ the speed you want ] block in a forever loop step2: add a look at block of the input of player ya done
Griffpatch: "Wow, this represents a distance that is far, far away, much further than any well we'll ever draw." ( 13:55 ) Me: "MY GOALS ARE BEYOND YOUR UNDERSTANDING"
Uh HELLO Griffpatch! So I followed till here, but I don't know why the walls are turning BLACK. I rechecked, but no luck. I don't know why they are black!!!
Could've you used a faster algorithmn than insertion sort? (e.g. quick sort, insertion sort) While the sort you used is a bit faster than bubble sort, it is still considered inefficient due to its O(n^2) average performance (meaning that it makes n^2 comparisons/swaps where n = the number of items in the list).
The trick is to start from the last inserted position. When the next wall is next to the previous wall (which is the majority of cases), the search will finish after one change by -1 or +1. Only when switching to a far away wall will the search take longer. So insertion sort has a much better actual performance than the worse case O(n^2) and is a great choice here.
damn, i really love this, its the best scratch raycaster tutorial series so far! keep going! i suggest add a jumping mehcanic, textured walls or multicolored walls, and as a bonus, a path finding algorithm for the enitites!
This is so cool. I am really glad we have been able to do all of this in our 3D project. I can’t wait to explore everything else there is to see about this 3D world. Especially entity movement and collectibles. Best series in all of RU-vid. Thanks so much GriffPatch.
I have a massive problem in my code. Whenever I start the script, the draw idx variable infinitely goes down and nothing is ever drawn. There is also a decent amount of lag. I can’t figure out what’s causing the problem (mostly because I don’t understand the code in the first place). Help.
We should learn texture mapping and the Doom-Style effect that it uses for calculating height! With that, we could make a lot more intricate levels, I think.
I need you help, when you creates the lists they give a number of elements no more than 60, in my case is more of 19440, and goes so laggy, how can I solve it? Sorry for my poor english, I'm a spanish speaker but I love your content
Hey, i have a problem with this and idk why. I am half this video and after remaking the coding for the pen (before pen layering) when i run it a line is put under the entity for some reason, when it is lower than a wall. Any fix?
Griff, please help! My Pen sprite wont teleport to my Entities sprite, and it started doing this during the Handle Entity Drawing from the List Part, around 23:10 when I proceeded to also start my project, but the Pen sprite wasn't there. He's just in the corner of the screen and I can't see him until I click the show button on him. Please help me if you can! I don't wanna start all over again... again!
Griffpatch I followed everything carefully but the stuff does not work even the cloning one and I tried 2 times in different copy's of part 3 and it deleted my work good thing I had another copy but I did it carefully and I'm on my last copy of part 3 am I doing anything wrong
Hi griffpatch, or anyone who is reading this, when I render the entity, if I far away a lot of it, the game will show the entity to traspass the wall. Can you help me please?
Idk if someone may see this comment but I need some help, I followed the tutorial step by step to see how it worked for me, but now I'm stuck because of one single problem At the moment of stamping the sprite it does kinda correctly, but it doesn't stay in place like before and the other thing is that one of the stamps is fixed on the center of the camera, and I don't know what to do get it out of there I'm not sure if I f***ted it up on some script or what
something is wrong, when i do that the sprite is in place and covers behind walls... but the sprite is also as a clone bihind everything and very big. is there anything to do?
hey griffpatch! I'm having problems with my raycasting where it will only draw one row right down the middle and I dont know what the problem is. can you help me?
Hey griffpatch, i am not sure if you will see this but i need some help. My entity is stuck at size 100 and there is another stamp of it in the center of the level. Could you please help?