r/scratch

Image 1 — Scratch's Wonderland
Image 2 — Scratch's Wonderland
▲ 17 r/scratch

Scratch's Wonderland

A scratch game I've made based on the scratch characters! It's partially inspired by fnaf but it honestly doesn't bare much resemblance... (Mainly due to how simplistic the gameplay is here, It's all intended to be purely mouse controls!)

Tell me how it is! I feel like the game is unbalanced but I'm not sure what to fix.

Game link: https://scratch.mit.edu/projects/1287626895/

u/RandomAnimator53 — 9 hours ago

Devlog #2 of Ship-Shooter (Bosses)

New --> sound effects button on options menu, game over screen (sorry me no show), startup screen, and well of course the thing In the title BOSSES well only 1 :/

u/Competitive_Quit_513 — 11 hours ago

how could i use this code to create multiple seperate text boxes like an rpg?

u/JackCool456 — 13 hours ago

Since when are roblox enforcement bans also a thing on scratch

Yesterday, my main scratch account i've been using for the past 6.5 years was permanently banned because of an ARG I made in November. At least my projects are still up, but a ton of upcoming stuff was unshared, some of which i've been working on for literal months...

This will prob be taken down bc of rule 8. If it does that's fine, I'm just genuinely curious because I haven't seen this before and that is coming from someone that has made dozens of alts in the past. May this serve as a warning to anyone out there. If you want to make any sort of remotely scary stuff on other accounts DONT. You aren't safe.

u/lasokar — 10 hours ago

Just remembered i made this fnaf fangame years ago. (jumpscare at the end)

Looking inside i now know the importance of organizing code.

u/AetherHearth — 15 hours ago

Indie horror game guideline issues.

so when I decided I wanted to learn how to code, I went straight to scratch and then proceeded to spend several years learning how to code (on scratch). anyways, so I have started making an indie horror game, but recently I realised that my horror game about murder didn’t really align with the scratch guidelines for posting. i do not know how to code on any other website or platform, but i don’t know what to do. does anyone have any ideas?

reddit.com
u/Late_Bug4926 — 16 hours ago

How would i go about fixing these top-down scroller collisions?

I've made a top-down scroller base in scratch, the "engine" itself used a chunk system for the background to prevent the map from getting low quality after being sized up, however, somehow my collisions scripts do not work. When I tried it at first the game freezed before somehow teleporting my player far away from the map chunks, I updated my chunk script and put the "go to" block inside a custom block without screen refresh, now i think the game just freezes alltogether, any way to fix this?

Project link: https://scratch.mit.edu/projects/1304409024/

Chunk position script

Scroller collision script

reddit.com
u/erikcotres — 14 hours ago

starting my skippa streak

a friend of mine built this game (website | forum link) where the point is to log in everyday and press a button to build a streak, and at every day milestone (e.g. 5 days, 10 days, 50 days, and so on) you get a badge with a scratch character like gobo, scratch cat, etc.

today is my very first day! yay

https://preview.redd.it/0xttte56u0ug1.png?width=830&format=png&auto=webp&s=35b131af73a1af55bca369b1601cdbbddbd8935b

reddit.com
u/Intrepid-Elephant113 — 15 hours ago

Help with 3D-Engine needed.

Hi everyone,

I'm building a raycasting 3D engine in Scratch (similar to Wolfenstein-style rendering) and I'm running into an issue with my renderer not correctly displaying wall distances.

**How it works:**

I have a "Tracer" sprite that starts at the player's position, rotates through the field of view (46 steps), and for each ray it moves forward until it hits a black wall. The distance traveled is stored as `distwall` and written into a list called `FrameSync` at position `calc line`. Figur1 (the renderer) then reads each element from `FrameSync` and draws a vertical line with height `1000 / element` — so closer walls = taller lines.

**The problem:**

Even though the FrameSync list contains different values (e.g. 30, 36, 44, 59, 68...) that correctly reflect the distances at different angles, the rendered lines all appear to be the same height. It looks like it's only rendering the straight-ahead distance for every single column, completely ignoring corners and depth variation.

**What I've already checked:**

- The list length is correctly 46 (fixed an issue where values were being appended instead of replaced)

- The division `1000 / Element currentlycalculatedline von FrameSync` is built correctly with an operator block

- `currentlycalculatedline` now starts at 1 (not 0) so list indexing is correct

- The tracer sweep and FOV logic appears to work

**Current suspicion:**

I think `dist sens` might not be reset to 0 before each new ray is cast, causing each ray to accumulate distance from the previous one. But I'm not 100% sure.

Has anyone built a raycaster in Scratch and run into something like this? Any help appreciated! Thanks.

u/SweatyYak4068 — 21 hours ago
Week