Are you settling them to a random colour as they clone or changing colour by x as they clone. Or will they detect colour of boids in range and shift to that colour
Ah, in my new version I change their colour when they move off screen and appear on the opposite side. But the colour I set is based off timer * 10 (or something) + an offset. The offset is 0, 50, 100 or 150 depending on which edge it goes off. I also set the brightness to a random number at the start + - 10 or something
When he said "it's scratchin' time!" and scratched all over the screen, it left 5 tears on my right eye. Truly one of the game developing moments of all time
@@griffpatch I particularly enjoyed studying emergent behavior and cooperative tasks in these types of systems... i.e. tweaking the simple rules to cause the individual agents to solve some particular task such as building a bridge like ants.
I still can't believe how easily Griffpatch can explain complex concepts and make us want to program and improve our games even more! Continue Griffpatch🥳
After roughly 10 minutes of listening to this tutorial at 2x speed, the word 'boid' / 'boids' is said a grand total of 145 times! That's a lot of boids!
you didn't have to count, you could've thrown an AI at it! AIs LOVE counting and definitely won't mistake any words other than boid/boids as boid/boids! (The AI probably will mess up xD)
Wow! Your direction trick is amazing! A while ago I used trig to point in the direction of movement and it was such a pain, but I got there in the end.
oooh im totally gonna use this to add leeches to a game! Edit: give each object a different "weight" where the food (to distract them) has the most, the player in the middle, and the critters themselves the least. Maybe even negative values for stuff the are repulsed by... Tons of cool stuff to do with this project!
The fact that Griffpatch pretty much played the whole outro music is awesome! Just some Epic Music! I love your tutorials Griffpatch! I’m looking forward to finally make an RPG from your tutorials!
I've never used any of your scratch tutorials before because they seemed very hard to do, but this one actually was useful, thanks griffpatch! edit: help the boids are on the top of the screen and not on the middle like what you made
That was a lot of very clever math. I personally found it genius the position difference to actual distance to make a straightforward math equation to calculate how tight the turns need to be.
I counted around 101 mentions of boid. But I also lost count somewhere around cohesion... Ah boids! I had a not so great game jam submission where you would have minions that acted like boids, and you could direct them towards enemies. That was around when Sebastian Lague posted their own video on Boids. Each step just makes you more excited for the next!
This helped me in one of my games i used the direction trick thank you it helped me after 2 hours of raging not being able to get the directions to be able to work this helped me for my game!
Congratulations griffpatch 🥳🎉🎊 You just hit 400,000 followers! That's not a small number! We all hope that you do your best and keep growing and keep boosting the number. We believe that you can break the limits of scratch. All the best! Sincere regards, Dipusen
I was searching for this weeks ago but couldn't find one that's easy to understand I even tried making my own but still failed And I just gave up Definitely didn't expect a tutorial for this But I'm glad you made one ❤️
I just got this working in python (unfortunately couldn't figure out angle to a coordinate in order to change the direction of boids, i'll look into that soon), and it was so satisfying when i first saw them align to each other!
Update: I went to the scratch wiki for "Finding Direction with Velocity" which was actually what I needed. It seems to be a bad approximation (seems to be always 0 or -90 for some reason) but its not bad.
Hi griffpatch, I have been making a capture the flag like game and this tutorial could be great for the AI! Two questions though: 1: How do I make them go TOWARDS the other team's members? 2: How could I adapt this tutorial to make it scroll on the X (The game only scrolls on the X)
2. Replace the x position reporter blocks with a variable for the x. Have another variable for x scroll. Then in the go to position block, use x+the scroll x instead of x positon+speed x
Hey Griffpatch, I would like to ask you if you could do something on different types of procedural terrain generation like wavefunction collapse and perlin noise. I find procedural generation very interesting, and I think your viewers would love to see it, and we could end up with some really cool games! Thanks for reading! :D
I need help! I have rewatched the video so manyyyyyy times and I can't find the issue. Ever since I made the avoiding thing, they just avoid eachother until they start going in lines from one side to the other on their x position. No y pos movement. And in the group section I found not nothing wrong and they still doing the same thing... What am I doing wrong!?!? Edit: Well I found the issue, I forgot to change it from x to Y in the set distance area... :/
A couple of tips. 1. If you add a "set color effect to boid count *5" line to the bottom of the Calculate subfunction, the boids will change color based on the number of other boids in the flock. 2. If you want a more visible "avoid mouse pointer" function, multiply the range by 1.5 and the negative separation by 10: the boids will then rapidly flee from the mouse pointer, like fish fleeing a disturbance at the surface of the water. 3. By using separation rather than negative separation, you can also get the boids to swarm towards the mouse pointer, rather than away from it.
I’ve become experienced enough to make possibly the most popular Tower Defense games on Scratch, but watching your tutorials helps me learn about the “hidden” features of itself. Along with the value of lists in high numbers of clones, it’s fun to see what you can make.
I remember making this tutorial! I figured out how to make the boids detect boids on the edges of the screen, so they don't clump up there, which was a common thing in this original video
This was like the best thing to watch after I got a commenter trying to make me stop using Scratch to draw scenery for my animation videos. Idk like some zombie game is what comes to mind for me (duh)
I recreated your exact setup at 0:26 and if you want to achieve maximum overdrive you just have to use these settings: target speed 5 resolve 0.01 range 150 separation 0.2 cohesion 0.1 alignment 0.01 Then turn on turbo mode for a couple seconds
Hi @griffpatch! When I first saw this video, I was so excited to code it up and that's what I did! But one day, while I was playing with the settings of the tutorial, when I set all the sliders to minimum value (except cohesion and allignment; set them to maximum) I saw some bugs: 1. All the boids did not try to join a flock and were only trying to avoid each other at a slow speed. 2. If you wait for sometime, then set the cohesion to the max, wait some more and set it back to max and wait even more, one boid goes faster than the other suddenly and all the boids that join it go faster too. In no time, all the boids are going like rockets, even though the target speed is at minimum! Sometimes it works when you don't finish all the steps. So I was just asking you, @griffpatch to test out these bugs and make a video on how to fix these?
I managed to make a game with this by adding a "this player id" variable which is treated the exact same as the "this boid id" variable, making all boids see the player as a potential flock mate and inflating the challenge; trying to survive up to an 100 score without touching a boid
I could remix this to make an awesome idle game! I was so glad when you said you had a little trick about the angle calculator, because I knew you would do something like I did too, by using another sprite.
i've set the repeat to 50, but for some reason the clones delete themselves at the edges and leave me with about 2-7 boids at the end. is this my fault? i triple-checked your code at the point of the video, it matches mine exactly. not sure what i'm doing wrong.
hi griffpatch ik u usually read ur comments so if ur reading this and u use the scratch addons plugin did u know that 1 of the settings can make all of trigger blocks look like cats the setting is called cat blocks
so uhh, the boids just want to be in a line that move in the X axis and never in the Y axis, what did I do wrong? (by the way, they are capable of moving in the Y axis, it's just when they group up they stop and make a line moving in the X axis)
I just make them turn randomly before moving. Edit it makes it look like the AI isn't just a robot following a script ,but a somewhat smart machine putting in some effort to avoid each other Move 1 (or whatever you want) Turn random (-10 to 10 works well) That's literally it! No collision detector needed, if you want predictable AI it doesn't work though.
this is really cool. but i do have a question. is it possible to make a use the pen tool to draw yourself on the camera sensing. so a combo with the camera sensing and the pen tool
Griffpatch, i know that this comment doesn't fit into this video but can you fix the cloud platformer multiplayer fun game that other players can join?
Question: why are my boid’s speed y at infinity and negative infinity? I know this has something to do with alignment since when i set allignment to 0 there is no issue. It is definetely to do with the allignment script, if i remove it it works normaly.
this is the smoothes boids i ever seen it makes my eyes better too see .. and im not here to say that but thanks for making the smooth better for me to use i said it didn't work even tho the code was wrong ;-; but now it works but i still have to confugire the varaibles
You said you were taking a break from video to make a game, and I thought that was the RPG game you showed on video. But you also made a project on your scratch account! 🔥 It is awesome and I hadn't even noticed him!!! 😱😱😱😱 You could make a short video on it like for the MMO platformer ? 🌟 (In addition to the other videos, or instead of a video if you want to take a video break for a week for example)
just rewatching this video after you have done the movement for player character in the RPG to see how you might be going about adding seemingly random enemy movement. and i saw you using Pythagoras hypotenuse theorm and i just wondered can you mention to the scratch devs to input a powers or indices operators like a nice simple one like the other 4 ( _ ^ _ )
another way to make the small triangles go off the screen is to make another costume and make the costume a huge square then the script where you put the "move (x pos) (y pos)" right on top of that put "switch to costume ()" and put in the big square, then under the "move (x pos) (y pos)" put "switch to costume ()" and put the costume to the triangle. That makes it go off the screen because it switches to that big costume then moves then switches back to the triangle so it makes it glitch where theres still space for the big square when it goe soff the screen but then it switches back to the triangle and the triangle is in the same position
Are you settling them to a random colour as they clone or changing colour by x as they clone. Or will they detect colour of boids in range and shift to that colour
Ah, in my new version I change their colour when they move off screen and appear on the opposite side. But the colour I set is based off timer * 10 (or something) + an offset. The offset is 0, 50, 100 or 150 depending on which edge it goes off. I also set the brightness to a random number at the start + - 10 or something
how did you comment 19 hours ago when he posted it 16 minutes ago
@@vistaman1 wait thats true
@@UltronZX i'ts bcuz the video was first for members
@@nilzethalves6507 yep
When he said "it's scratchin' time!" and scratched all over the screen, it left 5 tears on my right eye. Truly one of the game developing moments of all time
Best comment i've seen under any Griffpatch video
Personally, I liked the part where he says "it's thing of thing blockin' time!" more.
@@El_Asado nah its when he said "Its Make a new variable'in time!"
@Ian Gustafson lmao
I see these comments, EVERYWHERE I GO, AND I AM LOSING MY MIND
Boids were always fascinating to me in grad school. So simple, yet such complex (and mesmerizing) group behavior.
Yes indeed :D - And a prime subject for learning some optimisations skills going forward if there's interest!
@@griffpatch I particularly enjoyed studying emergent behavior and cooperative tasks in these types of systems... i.e. tweaking the simple rules to cause the individual agents to solve some particular task such as building a bridge like ants.
@pixel Smiler official good idea
69 likes
Do you have
New x New y
No
The fact that griffpatch is basically the only scratch tutorial guy (thats useful anyway) means Scratchy is pretty much canon at this point
I still can't believe how easily Griffpatch can explain complex concepts and make us want to program and improve our games even more!
Continue Griffpatch🥳
I once saw this in an episode of "Coding Adventure", I'm so excited to see this in Scratch!
TBH I wanted someone to make this into a scratch tutorial, and naturally, Griffpatch rose to the occasion
Always love boids. Looks beautiful with that trail version. Are you just stamping the previous frame with a transparent fill?
Yes that's right
@@griffpatch Funut also made a Boids Project :)
Hi Funut! Are you planning To do RUclips-videos again?
After roughly 10 minutes of listening to this tutorial at 2x speed, the word 'boid' / 'boids' is said a grand total of 145 times! That's a lot of boids!
Amazing
imagine counting for 10 minutes then realizing someone counted it already (its a joke)
@@1080GBA_SC lol
you didn't have to count, you could've thrown an AI at it! AIs LOVE counting and definitely won't mistake any words other than boid/boids as boid/boids! (The AI probably will mess up xD)
@@redbirb yes but you need to know how to code it
Wow! Your direction trick is amazing!
A while ago I used trig to point in the direction of movement and it was such a pain, but I got there in the end.
oooh im totally gonna use this to add leeches to a game!
Edit: give each object a different "weight" where the food (to distract them) has the most, the player in the middle, and the critters themselves the least. Maybe even negative values for stuff the are repulsed by... Tons of cool stuff to do with this project!
Good idea! I would love to see that game
According to my (unreliable) counting, you said the word boid a grand total of 149 times in this entire 35 minute video! Thanks for the fun dare!
The fact that Griffpatch pretty much played the whole outro music is awesome! Just some Epic Music! I love your tutorials Griffpatch! I’m looking forward to finally make an RPG from your tutorials!
It's incredibly outstanding on how he's used his talents for nine years straight just to help us. What a good guy !😊
Agreed.
I've never used any of your scratch tutorials before because they seemed very hard to do, but this one actually was useful, thanks griffpatch!
edit: help the boids are on the top of the screen and not on the middle like what you made
19:54 "More variables! I need more variables!"
-Griffpatch (the variable master)
he sounds like an ai
Tanger
bruh
even more bruh
That was a lot of very clever math.
I personally found it genius the position difference to actual distance to make a straightforward math equation to calculate how tight the turns need to be.
I counted around 101 mentions of boid. But I also lost count somewhere around cohesion...
Ah boids! I had a not so great game jam submission where you would have minions that acted like boids, and you could direct them towards enemies. That was around when Sebastian Lague posted their own video on Boids. Each step just makes you more excited for the next!
This helped me in one of my games i used the direction trick thank you it helped me after 2 hours of raging not being able to get the directions to be able to work this helped me for my game!
This is insane. I'll try to implement it with pygame and python. Thanks for such a interesting lesson ☺
Dude your videos and projects are SO GODDAMN AMAZING!! You deserve more subscribers!
Congratulations griffpatch 🥳🎉🎊 You just hit 400,000 followers! That's not a small number! We all hope that you do your best and keep growing and keep boosting the number. We believe that you can break the limits of scratch. All the best!
Sincere regards,
Dipusen
**makes a 5635638456456d game in scratch** *It's really simple!*
@@-tylerrodgers- wth
I can't comprehend the amount of creativity and problem solving skills you have...but I still love it!
I was searching for this weeks ago but couldn't find one that's easy to understand
I even tried making my own but still failed
And I just gave up
Definitely didn't expect a tutorial for this
But I'm glad you made one ❤️
I had a great time coding while listening to you explain how it works. Thank you for your hard work.
Keep it up!
Glad it helped!
Griffpatch, you are genies!😄 Thank you for this wonderful tutorial!
I have just started back on scratch again after a break for my mental health and your videos have made my day
yay!!!
Omg this is amazing! Thanks Griffpatch 💪 You always surprise ne and teach me new things 🌟
My pleasure!! So glad you enjoyed it :D
@@griffpatch Hi
I recently saw Sebastian Lague's video on this, and wanted to recreate it in Scratch! Thanks!
I just got this working in python (unfortunately couldn't figure out angle to a coordinate in order to change the direction of boids, i'll look into that soon), and it was so satisfying when i first saw them align to each other!
Update: I went to the scratch wiki for "Finding Direction with Velocity" which was actually what I needed. It seems to be a bad approximation (seems to be always 0 or -90 for some reason) but its not bad.
BETTER UPDATE: It turns out I was being a goddamn idiot and already had the CORRECT code in there, I JUST FORGOT TO USE IT
For the direction you can use math.atan2(-speed-y, speed_x) to get the angle in radians of the boid
This is so useful! Not just for scratch but for others! I made a python boid that has the same effect and it is amazing
if you use the script at 9:31 but instead of randomly positioning the boids, you set them all to the centre, you get a really cool pattern
That's interesting :) - What pattern do you get?
@@griffpatch the boids basically explode outwards, and then start coming together in various groups until they all rejoin in the centre.
I love the "well, hurra!" In the begging!! It makes me so exciting!!
Hi griffpatch, I have been making a capture the flag like game and this tutorial could be great for the AI! Two questions though:
1: How do I make them go TOWARDS the other team's members?
2: How could I adapt this tutorial to make it scroll on the X (The game only scrolls on the X)
2. Replace the x position reporter blocks with a variable for the x. Have another variable for x scroll. Then in the go to position block, use x+the scroll x instead of x positon+speed x
For question 2, probably just don’t do anything for the y values
Out of all the tutorials, I would've never expected boids!
Hey Griffpatch, I would like to ask you if you could do something on different types of procedural terrain generation like wavefunction collapse and perlin noise. I find procedural generation very interesting, and I think your viewers would love to see it, and we could end up with some really cool games! Thanks for reading! :D
I’m not gonna do it, but this is honestly amazing and satisfying. (The fact that two giant circles mixed to make another huge circle)
I loved that too lol
@@griffpatch WAIT *WHA-*
GUYS WHO SAW THE HIDDEN LEMON🎉
Yes i saw it
i didnt do the code for hiding and showing sliders. instead,I coded an options button. thanks for this tutorial ,I loved it!!!!
I need help! I have rewatched the video so manyyyyyy times and I can't find the issue. Ever since I made the avoiding thing, they just avoid eachother until they start going in lines from one side to the other on their x position. No y pos movement. And in the group section I found not nothing wrong and they still doing the same thing... What am I doing wrong!?!?
Edit: Well I found the issue, I forgot to change it from x to Y in the set distance area... :/
Same
A couple of tips.
1. If you add a "set color effect to boid count *5" line to the bottom of the Calculate subfunction, the boids will change color based on the number of other boids in the flock.
2. If you want a more visible "avoid mouse pointer" function, multiply the range by 1.5 and the negative separation by 10: the boids will then rapidly flee from the mouse pointer, like fish fleeing a disturbance at the surface of the water.
3. By using separation rather than negative separation, you can also get the boids to swarm towards the mouse pointer, rather than away from it.
Thank you soooooo much for this tutorial, finally i know how to check for nearby clones! You are the best :D
I’ve become experienced enough to make possibly the most popular Tower Defense games on Scratch, but watching your tutorials helps me learn about the “hidden” features of itself. Along with the value of lists in high numbers of clones, it’s fun to see what you can make.
Brilliant :)
Just appreciate how great Griffpatch's voice sounds!
i was trying this and i got stuck at the calculate block part because the boids were running very fast at random. can you help?
I remember making this tutorial! I figured out how to make the boids detect boids on the edges of the screen, so they don't clump up there, which was a common thing in this original video
As a Scratch lover, this is really satisfying.
YES !
A VIDEO !
Love you're videos ! Continue like that !
This was like the best thing to watch after I got a commenter trying to make me stop using Scratch to draw scenery for my animation videos. Idk like some zombie game is what comes to mind for me (duh)
Hey Griffpatch. Why do you put some variable at caps and some a lowercase??
Its to easily determine if the Variable is Local (lowercase | For this Sprite Only) or if it's Global (UPPERCASE | For all Sprites)
Though I have to say that it's not a necessary thing to do, you are free to use any names using any upper or lower cases as you please
omg ive been waiting for something like that for ages
thank you
15:00
I’m having issues with only the BOID X list updating and none of the other lists fill up at all, help would be greatly appreciated!
I recreated your exact setup at 0:26 and if you want to achieve maximum overdrive you just have to use these settings:
target speed 5
resolve 0.01
range 150
separation 0.2
cohesion 0.1
alignment 0.01
Then turn on turbo mode for a couple seconds
The way you popped eyes on the boids was cute not gonna lie
For some reason, my boids aren't getting together in groups. Is this just me, or is there something wrong with my code?🤔🤔
I suspect something wrong :( tricky!
21:02 the most hardest math moment I've ever seen in griffpatch tutors
Hi @griffpatch! When I first saw this video, I was so excited to code it up and that's what I did! But one day, while I was playing with the settings of the tutorial, when I set all the sliders to minimum value (except cohesion and allignment; set them to maximum) I saw some bugs: 1. All the boids did not try to join a flock and were only trying to avoid each other at a slow speed. 2. If you wait for sometime, then set the cohesion to the max, wait some more and set it back to max and wait even more, one boid goes faster than the other suddenly and all the boids that join it go faster too. In no time, all the boids are going like rockets, even though the target speed is at minimum! Sometimes it works when you don't finish all the steps. So I was just asking you, @griffpatch to test out these bugs and make a video on how to fix these?
He he, these don't sound like his to me. Without the right shower settings the boids can do all sorts of crazy things
@@griffpatch Oh ok
griffpatch how can i use x and y variables instead of the positions? i wanted boids for my scrolling game but it doesnt work with variables
Yes it's easy
@@DUMB_PERSON_NEAR_ME i know i got it to work like a day after i commented
BoldAI was a programming company that used to code and made the one was coding platform called ''Blocksworld'', it got aquired by Linden Labs in 2013.
Out of all the tutorials i watched i feel like this is the first time i saw griffpatch use the "distance to :sprite:" block
I managed to make a game with this by adding a "this player id" variable which is treated the exact same as the "this boid id" variable, making all boids see the player as a potential flock mate and inflating the challenge; trying to survive up to an 100 score without touching a boid
just as a general question in case you see this, is it normal to have one that is just darting around the place like they're the scout from tf2?
I love that editing style!
I just finished the project, and it turned out EPIC (ty griffpatch) but I think now I have a fear of variables
WHY WONT MY CLONES WORK
congrats to 400k on scratch griffpatch!
Thanks
THE AMOUNT OF VARIABLES ARE CRAZY
I thought it's going to be an unboxing video. well, I unboxed a new type of simulation in scratch. good scratching sir
This is probably your most satisfying tutorial lol
It is lucky that your'e a scratcher, without you... WE WOULDN'T GET EXCELLENT PROJECTS LIKE THIS!!!
By the end my brain was on a frying pan
Congrats on 400,000 scratch followers!
23:28 THE MAN BEHIND THE SLAUGHTER
I could remix this to make an awesome idle game! I was so glad when you said you had a little trick about the angle calculator, because I knew you would do something like I did too, by using another sprite.
Underrated video, needs more likes and shares
YES PLEASE!!!! Everyone Like and Share my video :D
@@griffpatch I already have 😎👍
i've set the repeat to 50, but for some reason the clones delete themselves at the edges and leave me with about 2-7 boids at the end. is this my fault? i triple-checked your code at the point of the video, it matches mine exactly. not sure what i'm doing wrong.
Wow you went from projects dedicated to kids to such complex algorithms.
I guess I'll wait for your next AI project in scratch 😅
I like how you say "For All Sprites"
Griffpatch is one of the best coders i know
Wow. Thnak you so much. I was going to write a program in python. But it's a bit hard for me. This video helps a lot to understand the concept.
hi griffpatch ik u usually read ur comments so if ur reading this and u use the scratch addons plugin did u know that 1 of the settings can make all of trigger blocks look like cats the setting is called cat blocks
i came up with GREAT idea set the mode to draggable and drag the little boids around ITS SO FUN!
I always like stuff like this! I'm ready for another great griffpatch video!
Me too... I love simulations and particles, and movement :)
@@griffpatch make a 3d version of conways game of life
How can I make it so the boids hop (go for a bit then stop for a bit)?
WOW! This looks so complex yet so simple...btw when is the RPG tutorial coming out?
I may begin very soon
Wha- I-… this is incredible! Impressive as always
AHHH I JUST FINISHED MY OWN VERSION OF ONE OF THESE!
Oh wow that's so cool well done! Did it go well?
so uhh, the boids just want to be in a line that move in the X axis and never in the Y axis, what did I do wrong? (by the way, they are capable of moving in the Y axis, it's just when they group up they stop and make a line moving in the X axis)
I just make them turn randomly before moving.
Edit it makes it look like the AI isn't just a robot following a script ,but a somewhat smart machine putting in some effort to avoid each other
Move 1 (or whatever you want)
Turn random (-10 to 10 works well)
That's literally it!
No collision detector needed, if you want predictable AI it doesn't work though.
Fun fact:
In ancient Greece an R looks like a P --> ρ
(Neg) Res inverted is ser, but in
Greece it should look like this:
---> (neg) seρ...
this is really cool.
but i do have a question. is it possible to make a use the pen tool to draw yourself on the camera sensing. so a combo with the camera sensing and the pen tool
Griffpatch, i know that this comment doesn't fit into this video but can you fix the cloud platformer multiplayer fun game that other players can join?
Griffpatch, to invert a variable you can multiply it by -1. it is faster and cleaner to do it that way.
Ohhhh! I love the project in the outro! I which you could share them! It is so fascinating! I guess you played it in turbowarp!
Yes it was in turbowarp, but it also had my optimisations that allow the project to run x5 faster than it does in this tutorial alone.
Question: why are my boid’s speed y at infinity and negative infinity? I know this has something to do with alignment since when i set allignment to 0 there is no issue.
It is definetely to do with the allignment script, if i remove it it works normaly.
Scratch: Fun coding for kids🎉
Griffpatch: Nah, I do what i want to do
Every time you say, “Sorry Scratchy, maybe next time”, ‘Next time’ never comes!😂
Lol
this is the smoothes boids i ever seen it makes my eyes better too see .. and im not here to say that but thanks for making the smooth better for me to use i said it didn't work even tho the code was wrong ;-; but now it works but i still have to confugire the varaibles
You said you were taking a break from video to make a game, and I thought that was the RPG game you showed on video. But you also made a project on your scratch account! 🔥
It is awesome and I hadn't even noticed him!!! 😱😱😱😱
You could make a short video on it like for the MMO platformer ? 🌟 (In addition to the other videos, or instead of a video if you want to take a video break for a week for example)
just rewatching this video after you have done the movement for player character in the RPG to see how you might be going about adding seemingly random enemy movement. and i saw you using Pythagoras hypotenuse theorm and i just wondered can you mention to the scratch devs to input a powers or indices operators like a nice simple one like the other 4 ( _ ^ _ )
another way to make the small triangles go off the screen is to make another costume and make the costume a huge square then the script where you put the "move (x pos) (y pos)" right on top of that put "switch to costume ()" and put in the big square, then under the "move (x pos) (y pos)" put "switch to costume ()" and put the costume to the triangle. That makes it go off the screen because it switches to that big costume then moves then switches back to the triangle so it makes it glitch where theres still space for the big square when it goe soff the screen but then it switches back to the triangle and the triangle is in the same position
Will you make a part 2? (About making bigger swarms without my frame rate dropping faster than I did when I was born)