@unknown_Ink1 you can import extensions by clicking the “(+) Extensions” button in the blocks toolbox.
What’s your question about the blocks?
@unknown_Ink1 you can import extensions by clicking the “(+) Extensions” button in the blocks toolbox.
What’s your question about the blocks?
I wanted to know about the next makecode arcade update, @richard
do you mean when will be releasing the next update? or what features will be in it?
both @richard
well, we don’t have a set date on when we will be releasing the next update but i’ll certainly post about it on the forum when i know!
as for new features, the one that immediately springs to mind is version history for projects. you’ll be able to go back to past versions of your projects just in case the code becomes broken in some way!
Hello @richard I could need a little help with my game it’s called ‘‘Backrooms 2D’’ And i have three levels so far butt i don’t want you to be able to see behind the walls. I Would like a little help please.
https://arcade.makecode.com/S52138-40860-69958-43527
Hi Richard, I can’t get to the next level from my first level through the “portal”
Hi @Bety! The problem is that you are using blocks that pause inside your tile overlap handler. When you pause inside that block, it causes the game to stop running until all of the code inside finishes. This is the same reason why you should never pause inside of an on game update
block.
You can fix this by using a block from the “Timers” extension. Wrap everything in your level start
function inside a separately do
block:
This block runs all of the code inside it in a separate thread so that it doesn’t block the game update. With this change, you’ll also want to make sure that your tile overlap
handler only runs once, or else you’ll end up spawning a bunch of threads. You can do this by clearing the tile before you call your level start
function:
@Mr_Duck can you share a link to your code?
If you have any suggestions or ideas that I could add in my game I would love to hear about it
so you want something like raycasting?
@Mr_Duck you’ll want to implement raycasting, which is a little tricky to do in blocks. Here’s a very naive implementation that we made on stream one time:
You’ll notice the FPS in this game is not amazing! I’m sure you can find something much more efficient online somewhere but, again, it might be a little more awkward to code it in blocks.
This would be a good target for an extension
Thank you very much @richard it is very appreciated that exactly what I needed
well, this piqued my interest so i made an extension:
this does an efficient implementation of the shadowcasting algorithm from https://www.albertford.com/shadowcasting/
this is awesome!
al tho dithering for a “limited” vision distance effect would be cool
i found that in some cases the renderer does something like this (one tile isnt hidden)
Thats awesome!!! This is so cool, definitely great for a horror game… >:D
oh yeah, it’s definitely a little buggy. i think i know what the issue is… will do some investigating when i have a sec!
heheheheehe
(I’m such a child xD)