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Coding For Kid Scratch The Ultimate Guide To Creating Interactive

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0% found this document useful (0 votes)
126 views

Coding For Kid Scratch The Ultimate Guide To Creating Interactive

Uploaded by

May Thet Tun
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Coding for Kid-Scratch

The Ultimate Guide to Creating Interactive


Animations, Games and Personalized Music
Using Scratch

Baz Binder
© Copyright 2020 by (Baz Binder)- All rights reserved.
This document is geared towards providing exact and reliable information
regarding the topic and issue covered. The publication is sold with the idea
that the publisher is not required to render accounting, officially permitted,
or otherwise qualified services. If advice is necessary, legal or professional,
a practiced individual in the profession should be ordered.
From a Declaration of Principles which was accepted and approved equally
by a Committee of the American Bar Association and a Committee of
Publishers and Associations.
In no way is it legal to reproduce, duplicate, or transmit any part of this
document in either electronic means or printed format. Recording of this
publication is strictly prohibited, and any storage of this document is not
allowed unless with written permission from the publisher. All rights
reserved.
The information provided herein is stated to be truthful and consistent, in
that any liability, in terms of inattention or otherwise, by any usage or abuse
of any policies, processes, or directions contained within is the
solitary and utter responsibility of the recipient reader. Under no
circumstances will any legal responsibility or blame be held against the
publisher for reparation, damages, or monetary loss due to the information
herein, either directly or indirectly.
Respective authors own all copyrights not held by the publisher.
The information herein is offered for informational purposes solely and is
universal as so. The presentation of the information is without a contract or
any type of guarantee assurance.
The trademarks used are without any consent, and the publication of the
trademark is without permission or backing by the trademark owner. All
trademarks and brands within this book are for clarifying purposes only and
are owned by the keepers themselves, not affiliated with this document.
Table of Contents
Introduction

Chapter 1 – Getting Started with Scratch


1.1 Goal
1.2 The name “Scratch.”
1.3 Website and App
1.4 Users
1.5 ScratchJr
1.6 ScratchEd
1.7 Importance
1.8 Remixing and Copying
1.9 Accounts
1.10 The Scratch 3.0
1.11 Scratch User Interface
1.12 Project

Chapter 2 – Scratch Contents


2.1 Menus
2.2 Main Tabs
2.3 Sprites
2.4 Costumes
2.5 Command Blocks
2.6 Block Categories
2.7 Custom blocks
2.8 Scripts
2.9 Sound
2.10 Coding Area
2.11 The Stage
2.12 Backdrop

Chapter 3 Event-Based Programming


3.1 Scratch Events
3.2 Tutorials
3.3 Hat Block
3.4 When Green Flag Clicked (block)
3.5 Indirect Start
3.6 Stop () (block)

Chapter 4 Drawing Tools


4.1 Converting Bitmap to Vector
4.2 Converting Vector to Bitmap
4.3 Common/Popular Options
4.4 Vector-Only Options
4.5 Vector Tools
4.6 Bitmap Tools

Chapter 5 Drawing and Animation Tutorials


5.1 Animating a 3D Object
5.2 Animating a Sprite
5.3 Chats
5.4 Lip Syncing
5.5 Walk Cycles
5.6 Animated GIF
5.7 Multiple Animator Project

Chapter 6 Game Design Tutorials


6.1 Clicker Game
Ball Formation
6.3 Two-Player Racing Game
6.4 Life Simulator Tutorial
6.5 Platformer
6.6 Scrolling game (Scroller)
6.7 Role-Playing Game
6.8 Maze
6.9 Jigsaw Puzzle Game
6.10 Story Projects

Chapter 7 Music Projects


7.1 Types
7.2 Music Projects Restriction
7.3 Composing Music
7.4 Making a Note Block Project
7.5 Pause and Resume Music
Chapter 8 Ways to make your Scratch Project popular
8.1 Forums Advertising
8.2 Followers
8.3 Projects you have worked on
8.4 Other things
8.5 Positive Feedback to others

Conclusion
Introduction
Young people are now commonly referred to as “digital natives” since
they're fluent in digital technologies. Certainly, many young people send
text messages, play online games, and browse the web very comfortably.
But does it make them proficient with emerging technologies? Although
they constantly deal with digital media, very few can make their
animations, simulations, or games. It’s like they are able to “read” but not
“write.”
In my opinion, digital fluency requires the ability to chat, browse, and
communicate and the ability to design, create, and invent new media. For
this to happen, one needs to learn a certain programming language and
develop a program. Programming offers important advantages; for instance,
it significantly increases the range of what you can create with the computer
and in what way you can express yourself. It also enhances your range of
learning.

The question is, what do children learn while creating games, animations,
interactive stories, music, and art through Scratch?
First of all, they learn computational and mathematical concepts that form
the core of the Scratch experience. While creating programs in Scratch, the
students gain an understanding of iteration and conditionals, which are the
essential concepts of computation. They also learn the key mathematical
concepts such as variables, coordinates, and random numbers.
These concepts are effectively learned by students in a practical and
inspiring context. In formal algebra classes, students usually feel little
personal attachment with the concept when they learn about variables.
Whereas when they learn about the variables in Scratch, they can use
variables in very meaningful ways
quickly, to regulate the animation speed, or to keep track of the scoring in
the game they design.
The students also learn about the process of designing when working on
Scratch projects. A student usually starts with an idea, creates a prototype,
plays with it, debugs it when things are going wrong, gets guidance from
other people, then improves it, and redesigns it. It's a continuous vortex: get
an idea, create a project that leads to new ideas, new projects, and so on.
Chapter 1 – Getting Started with Scratch
Scratch is a modern programming language that appeals to students or
individuals who have never thought of becoming programmers before or
who are new to programming. It is based on a language called Smalltalk,
another programming language. The Scratch project started in 2003 and
was developed and written at the Media Lab of the Massachusetts Institute
of Technology (MIT) by the Lifelong Kindergarten group, and the Scratch
software and website was officially publicly released in 2007.

1.1 Goal
The main goal of the developers in designing the language was to make the
language and programming environment simple, straightforward, and
conveniently learnable by children who had no prior experience with
programming. There is a great correlation between Scratch’s powerful
multimedia features and multithreaded scripting style and somewhat limited
range of the programming language.

1.2 The name “Scratch.”

The name Scratch comes from the music term “Scratching”. Using old
records on a turntable of a record player, DJs scratch fresh rhythmic tones
for the creation of new remixes and songs. Since all the Scratch projects are
freely accessible for use and amendment, one can easily create new projects
by using portions of programs developed by the other Scratchers. There are
programmers of all ages in the Scratch online community who can tag,
comment, share, remix, and download the programs that they create and
upload to the website.

1.3 Website and App


Scratch is offered on the Scratch Web site (http://scratch.mit.edu) free of
cost, and Scratch App is also freely available to download on any device.
On Windows, MacOS, and Linux, it works and appears the same.
Moreover, Scratch projects can be created even without an internet
connection on the Scratch app. It was primarily designed for young people
ranging from ages 8 to 16 (from 2nd grade to high school); nevertheless,
people of all ages create and share with Scratch. It has equipment for
creating games, interactive stories, simulations, art, and more by using
block-based programming. Scratch also has a built-in sound editor and paint
editor.

1.4 Users
Scratch is accessible in over 40 languages and is used in more than 150
different countries. It is being used in various environments, including
homes, libraries, schools, community centers, and museums, etc. The
programming has been made fun and easy to learn for anyone wanting to
learn, irrespective of their ages, backgrounds, and interests, to program and
create their own animations, interactive stories, games, and simulations.
And then, they can share their creations with anyone in the online
community.
There are more than 600,000 registered members of the Scratch community,
and above 5,400,000 projects have been shared online. To download the
projects or view and use its programs that others have uploaded online, one
should not necessarily have to register.
1.5 ScratchJr
ScratchJr (https://www.scratchjr.org/), a simplified version of Scratch,
developed for younger kids ages 5 to 7, to explore. ScratchJr is formed on
Scratch, and that uses visual-centric tools to familiarize little children with
the programming world. It was originally created by some Scratch Team
members, and it is available as a mobile app on both iOS and Android.

1.6 ScratchEd
In May 2009, the ScratchEd (https://scratched.gse.harvard.edu/) site was
created for educators and teachers where they had access to colleagues,
common goals, and resources as learners themselves. But it was converted
to a static archive, later in 2019, in response to changing technologies and
needs. Although joining ScratchEd and contributing materials is no longer
feasible, the 10 years of ScratchEd content is still available for you to
explore. There are now other ways to support educators that are working
with Scratch, such as the Creative Computing Curriculum and Scratch
Educator Meetups.

1.7 Importance
Scratch is now commonly and widely used as a means of teaching basic
computer programming to kids in schools around the world. It is being used
outside of schools as well. Even some teachers use Teacher Accounts to
monitor students in the Scratch Community while they are having fun. With
Scratch, children and as well as adults gain an understanding of the basics
of programming and then often move on to other programming languages
when their interest is developed. While using Scratch, people not only can
create and remix the projects, but they can also collaborate with other
Scratchers on various Scratch projects.Scratch helps the children develop
creative thinking, systematic reasoning, and cooperative learning, which are
important skills for living in the 21st century. In today’s society, the
capability of coding computer programs is an essential part of literacy.
While learning to code in Scratch, people also learn vital strategies and
tactics of problem-solving, project designing, and ideas communication.
From elementary school to college and across disciplines, such as computer
science, math, social studies, and language arts, students are learning with
Scratch at all levels. Certainly, the primary objective is not to train people
as skilled programmers for jobs but to cultivate a new generation of
innovative, systemic thinkers who use programming to communicate their
ideas comfortably.

1.8 Remixing and Copying


Remixing in Scratch is the concept where a Scratcher creates a copy of
some other Scratcher’s project and alters it to incorporate their personal
ideas, for instance, by modifying costumes or scripts, and the resulting
project is called a remix. It's possible to remix any project that is shared on
the Scratch website. As long as credit is given to the initial project creator
and those who made substantial contributions to the remix, even a slight
adjustment is deemed to be a legitimate remix.
Remixing the projects of other individuals is a perfect way to learn how to
program and create fascinating projects. Creative ideas circulate through the
Scratch community through remixing, and everyone gets the benefits. The
“Creative Commons Share-Alike” license encompasses all the projects
shared on the Scratch website, meaning that you can remix any project that
is available on the Scratch website and everyone else can remix all of the
projects that you have shared on the website. Scratchers can remix the
projects that they consider interesting or well-developed, using the
following steps:

In the corner of the project, you’ll find the "See Inside" button;
click it.
Modify the project in order to personalize it.
Next, click the orange-colored remix button present in the top-
middle,
Now the new user owns the edited project.
Make visible modifications to your project. You are accused of stealing or
plagiarizing the original user's project if there are no significant
improvements, and the project may be reported by any other scratcher.
Remixing is an imperative part of the Scratch community. You can still
create projects on the Scratch website, even if you don’t want anyone to see
or remix them. All you must do is not to share them on the website.

1.9 Accounts
You can view other Scratcher’s projects, read their comments and forum
posts, and even create your own projects on Scratch without an account.
But an account is needed for writing comments and forum posts, saving and
sharing projects, and participating in other social activities in the
community, for example, for "loving" other Scratcher’s projects.

You can Sign in from the Scratch homepage if you already have an account.
For creating an account, you just have to click "Join" on the Scratch home
page. You will need to answer a few questions and give an email address.
Joining just takes a couple of minutes, and it is totally free. You will receive
an email with a hyperlink after creating a new account on Scratch. For
confirmation of your account, just click on the link. You will be able to
write comments, save and share projects, and create studios once you are
done confirming your account.

1.10 The Scratch 3.0


Scratch version 3.0 is the third, updated, and the current version of Scratch.
It was released on January 2, 2019, and it is a whole reimplementation and
reformation of Scratch that is written in JavaScript and HTML5. It has fixed
many bugs that were present in Scratch version 2.0 and features an
innovative design and modern appearance. It does not require Flash and is
compatible with almost all mobile devices, which enable the users to create
projects from a broader range of places. Scratch version 3.0 is not
compatible with Internet Explorer, and it does not need Flash because it was
made in training for the end of support for Flash, which will occur on
December 31, 2020.

1.11 Scratch User Interface


The user interfaces for the Scratch development environment, the screen
has been divided into multiple panes: on the right side, it has the stage and
sprite list, on the left side it has the blocks palette, and the scripts area is
present in the middle. The palette of blocks has code fragments that are
called "blocks," and you can drag them from the palette onto the scripts area
to make programs. The palette is categorized into nine block groups for
keeping the palette organized and use it easily. The blocks are named
motion, operators, events, sound, looks, control, sensing, variables, and
more blocks.

1.12 Project
The creation made in the Scratch Program is called a ‘project’. Projects can
be animations, games, simulations, pieces of art or music, or anything else
possible, which is created with the Scratch software. Although the projects
typically fall into one of six key genres, most often, they are games and
animations. There are more than 50 million projects shared on the
Scratch Website till March 2020.The project-designing is a process that
combines many of the 21st-century learning skills, which are important to
be successful in the future: creative thinking, clear communication,
systematic analysis, effective collaboration, iterative design, and constant
learning.
Project development with Scratch helps the students build a deeper level of
digital technology fluency. What is meant by fluency? You must learn not
only how to read but also how to write to be considered fluent in English,
German, or other languages, so you are able to express yourself in that
language. Likewise, you should not only learn how to interact with the
computer, but you should also know how to create it to be fluent with
digital technology. Of course, most students, just like most will not become
professional authors, will not grow up to become professional
programmers. But programming learning provides advantages for everyone:
it encourages students to express themselves more thoroughly and
creatively, helps them grow as critical thinkers, and helps them to
understand the workings of emerging technology they experience
everywhere in their daily lives.
Chapter 2 – Scratch Contents
Scratch is a block-based programming language targeted at children that
allows them to create their own interactive animations, stories, and games
and then share their projects on the internet. It enables kids to the program
by simply stacking the programming code blocks on one another. It is an
active, event-driven, object-oriented, and language.

You would need to understand its basic language and environment prior to
actually begin programming on Scratch. The pieces and parts that create a
program in it, and where you develop projects in the Scratch editor. In the
Scratch Editor, the main parts are:

Menus – You can change the language, use the File, Edit, and
Tutorials options when required.
Main Tabs – Switch from coding, drawing, or adding sound.
Coding Area – Drag and drop the blocks here and snap them
together to create your program.
Start and Stop – Click the green flag to start your code or the stop
sign to stop it.
The Stage – Your program will run here.
Stage Size – Use these buttons to make the stage smaller, set it to
normal size, or fill the screen.
Sprites – The objects that move around on the stage.
Sprite info – Displays information about each sprite, such as how
big it is, what its position is in x and y planes.
Choose a Backdrop – Add a new background to your project.
Choose a Sprite – Add a new sprite to your project.
Sprite List – All the sprites in your project are shown here. The
selected sprite has a blue border around it.
Tutorials – Some help videos are shown here. Click
the white X to close this panel.

Code Blocks – The code blocks in the current group are shown
here. Scroll down if you can’t find the block you want.
Block Categories – Code blocks in the Block Palette are sorted into
colored groups. Click a category to scroll to the block in that
category.

2.1 Menus
From the Menus, you can click the Language icon (globe sign) to change
the language of the Scratch user interface. From the drop-down menu,
anyone can change the language of their project. You can consult the
Scratch Translation Team; if the desired language is not on the list, it is a
team of Scratchers that give their time in helping translate projects from
English into other languages. Providing projects in several other languages
helps the project to be appreciated by more people from all over the world.

The File menu lets you create a New project, Load one
from your computer, or Save the project you have created. There are two
options in the Edit menu, one allows you to restore a sprite and the second
one helps you turn the Turbo mode on or off. Turbo Mode is a function in
Scratch that executes the code as quickly and efficiently as possible. It is
used to speed up your projects. By using turbo mode, it will transfer the
resources from interface, such as the movement of sprite on the stage, to the
computation, i.e., code running, either in the Scratch editor (online mode)
or within the computer (offline mode). Projects like Drawing projects, Big
mathematical operations, 3D engines, and Pen projects, etc. may use the
Turbo mode.
The last menu is ‘Tutorials’; by clicking on it, you can find tutorials for
entire projects such as ‘Make a Chase Game’ or specific features and
blocks, i.e., ‘Record a Sound’ and ‘Make it Spin’ etc.

2.2 Main Tabs


When you are designing your project/games, you may need to switch
between the three main tabs of the Scratch Editor. These areas allow you to
code, alter the appearance of your sprites, or assign a sound to a sprite.

The code tab allows code blocks to be dragged into the coding area. In
order to optimize how your sprite looks, select the Costumes tab. You can
incorporate a new sound in your project through the Sounds tab.

2.3 Sprites
All the projects are composed of ‘sprites,’ which are two-dimensional
objects or pictures that have their own codes associated with them. Scratch
has a vast library of sprites, you can either choose one from to use in your
project, or you can draw the image yourself in the built-in paint editor. You
can also use any image file that is already saved on your computer, or you
can even draw a picture on paper to import the image into your computer
and then add it to your Scratch project. A sprite can be made to look like
whatever you want. It might look like a cat, a bunch of bananas, some text,
or even a picture of your best friend, or you can draw a favorite fictional
character. Sprites, either created by the user, uploaded, or present in the
sprites’ library, are the main objects that perform all the actions in a
particular project.
Although the Stage can also be designed in a project, but most projects have
at least one sprite too because only sprites are movable. Scratch enables its
users to bring the sprites to life in different ways, such as by moving them
in the air, making them think or say words or phrases using text balloons,
but also by making them create noises, shrink, grow and change costumes.
Sprite Creation
For creating sprites, there are four buttons in the bar present above the
sprite list. They are:

The search button lets you select a sprite from the library.
A sprite with an empty and blank costume is
created by the paintbrush button .

A random sprite is created by the surprise button .


The upload button helps you to upload a sprite from the
computer.
The camera button will let you take a picture with your device.
When you create a sprite, it is positioned on the Stage at a random location
(mostly in the middle), and the sprite is opened in the tab you are already
viewing.
Sprite Pack
A sprite pack is a project category that comprises sprites, typically
containing 10-30 sprites to be used by other users. However, for sprite
packs, there is no defined limit of sprites. A sprite pack mostly has a theme,
but it is not necessary. Theme examples include dogs, cars, dinosaurs, and
more. A sprite pack can also include existing video game sprites. Ideally,
when using a sprite from a sprite pack of someone else, game, animation, or
some other project, the user should offer credit.

2.4 Costumes
A sprite has more than one appearance or look, just like you have more than
one set of clothing. The way in which a sprite look is called its costume.
You can change the costumes of a sprite to create a simple animation. To
describe the change in a sprite’s appearance in the program, some sprites
have more than one costume. For instance, there is a sprite called ‘penguin,’
it has one costume with its mouth closed and another with its mouth open.
With the Scratch Editor, you can draw your personalized costume on any
sprite and convert and save your images in Vector or Bitmap file formats.
The creation of Bitmaps is much simpler, but Vectors look sharper.
2.5 Command Blocks

You have to provide a set of instructions to the computer to


follow when programming, for example, ‘play a sound,’ ‘go up,’ and ‘go
down.’ In Scratch, every such instruction is called a command block
. Command blocks are actually the basic building blocks that you will be
playing with. You pin them together on the
screen to create instructions, the same as Lego® blocks. Every block
command the computer to perform actions when the command is executed.
There are different types of blocks, similar to Lego®. Some blocks add
numbers together, some play sounds, some control the flow of other blocks
and their execution, and some make things move on the screen.
The blocks are color-coded to make things a little simpler and find out what
each block does. Orange blocks, for instance, are control blocks; they tell
the computer when the commands should start or end. Blue blocks are
blocks of motion; they tell how and where to move the sprite.

2.6 Block Categories


Scratch version 3.0 has 119 blocks in it (without extensions):

1. Motion blocks
These are the blocks which control the movement of a Sprite. In Scratch
version 3.0, 17 Motion Blocks exist.
The following 15 Motion Stack blocks are present in Scratch version 3.0:

— It lets the sprite move the no. of steps


in the forward direction where the sprite’s face is.

— It lets the sprite turn in a clockwise


direction for the defined amount.

— It lets the sprite turn in a counter-


clockwise direction for the defined amount.

— It positions the sprite in the specified


angle direction.

— It positions the sprite towards another


sprite or the mouse-pointer.

— It lets the sprite move to the


given X (horizontal) and Y (vertical) position.

— It lets the sprite move to another sprite, a


random position, or the mouse-pointer.

— It lets the sprite glide to


the provided X and Y location, taking as long as the specified
time period.

— It lets the sprite glide to another


sprite, a random position, or the mouse-pointer, taking as long as
the amount of time specified.

— It changes the X (horizontal) position of a


sprite by the given amount.

— It sets the X position of a sprite to the


provided amount.

— It changes the Y (horizontal)


position of a sprite by the given amount.

— It sets the Y position of a sprite to the


provided amount.
It flips the direction of a sprite over when the
corner of the screen is touched.

It will set the sprite’ rotation style.


The following 3 Motion Reporter blocks are available in Scratch version
3.0:

The sprite’s X (horizontal) position.

The sprite’s Y (vertical) position.

— The sprite’s direction.

2. Looks blocks
These blocks control the appearance or looks of a sprite. Scratch version 3.0
has twenty-three Looks blocks in it. Three out of the nineteen sprite Looks
blocks contain an equivalent part for Stage.
The following 18 Looks Stack blocks are found in Scratch version 3.0:

— This block makes a speaking


bubble appear above the sprite and remains for the given time
period.

— The speech bubble forms above the sprite and


shall not go anywhere over time.
— A thinking bubble forms above
the sprite and remains for the specified time period.

— A thinking bubble forms above the sprite and


will not go anywhere in through time.

— Show/Display the sprite.

— Hides the selected sprite.

and
Switches the costume or backdrop of sprite or Stage to the one
specified.

— This block is for Stage


only. It is the same as the ‘Switch to Backdrop ()’ block;
however, this one waits till all the hat blocks caused by it are
completed.

and — Changes the costume or


backdrop of sprite or Stage to the next costume present in its list.

— Changes the chosen effect by


the specified amount.
— Sets the chosen effect to the
specified amount.

— Clears all the sprite’s graphic effects.

— Changes the size of the sprite by the


specified amount.

— Sets the size of the sprite to the specified


amount.

— Place a sprite in the back or front, on


stage.

— Changes the layer value of the


sprite by the given amount.
The following 3 Looks Reporter blocks are found in Scratch version 3.0:

and — The name or


number of the current costume or backdrop of sprite or Stage
present in the list.

— The size of the sprite.

3. Sound blocks
These blocks control the sound of the Project. 16 Sound
blocks are present in Scratch version 3.0. In 3.0, the note blocks are placed
in the Music Extension category.
The following 8 Sound Stack blocks are found in Scratch version 3.0:

It starts playing a sound and does not pause


the script.

It keeps the sound playing until the


sound finishes and pauses the script for that time.

It stops all the sounds that are playing.

It lets you change the volume by the


specified amount.

It lets you set the volume to the given


amount.

It changes the pitch or


pan from left to right by the specified amount.

It sets the pitch or pan from


left to right to the given amount.

It clears all the sound effects that are still


playing.
The following Sound Reporter block is present in Scratch version 3.0:
The volume of sound.

4. Events blocks
These blocks control the execution of scripts and the events. 8 Event blocks
are present in Scratch version 3.0.
The following 6 Event Hat Blocks are found in Scratch version 3.0:

The script activates on


clicking the flag.

The script starts when the


chosen key is pressed. The event will only activate again after the
event is released.

The script activates on clicking the sprite.

— The script starts when the


current backdrop switches to the chosen backdrop.

The script starts when the first specified


value is bigger than the second given value.
The script activates when
the broadcast message is received.
The following 2 Event Stack blocks are found in Scratch version 3.0:

Starts sending a broadcast message


all over the Scratch program while activating the ‘When I
Receive ()’ blocks, which are set to that broadcast.

It is the same as the ‘Broadcast ()’


block, but it does pause the script till all the scripts that are to be
activated by the broadcast message are accomplished.

5. Control blocks
These blocks control the scripts in the Projects. Scratch version 3.0 has 11
Control blocks.
The following Control Hat block is found in Scratch version 3.0:

It is only for sprites, and this hat block


will only be triggered when a clone will be formed, and it will be
executed by only that clone.
The following 3 Control Stack blocks are present in Scratch version 3.0:

It will pause the script for the


specified time period.
It lets you pause the script till the added
condition is fulfilled.

It creates the clone of a specified


object.
The following 5 Control C blocks are found in Scratch version 3.0:

It is a loop that repeats for the given amount


of times.

It is a loop that shall never end until the Stop


Sign is pressed.

It activates the blocks inside it only if the


condition mentioned in it is found to be true.

It checks if the condition mentioned in it is


true and then activates the blocks present inside the first C. And
if the condition is found to be false, it will activate the blocks
present inside the second C.

It is a loop which shall only stop until the


mentioned condition proves to be true.
The following 2 Control Cap blocks are present in
Scratch version 3.0:

It lets you stop the scripts which are chosen from


the drop-down menu. It can also become a stack block if you
choose the ‘other scripts in this sprite’ option.

It deletes the clone of a sprite.

6. Sensing blocks
These blocks sense or detect things in a Project. 21 Sensing blocks are there
in Scratch version 3.0.
The following 3 Sensing Stack blocks are present in Scratch version 3.0:

With this block, an insert box emerges, you


have to enter the value into it, and the value is stored in the

variable.

It lets you reset the timer.


It lets you set the sprite to
either draggable or non-draggable mode.
The following 5 Sensing Boolean blocks are found in Scratch version 3.0:

It is the condition that checks if the


selected sprite is touching another sprite or the mouse-pointer.

It is the condition that checks if the


selected sprite is touching a specific color.

It is the condition that checks if


a color on the selected sprite is touching a specific color.

It is the condition that checks if the


chosen key has been pressed or not.

It is the condition that checks if the mouse is


down or not.
The following 10 Sensing Reporter blocks are found in Scratch version 3.0:

It is a condition which uses the distance of


the sprite to another sprite or the mouse-pointer.

It is the latest input with the ‘Ask ()


And Wait’ block.

The X position of mouse-pointer.

The Y position of mouse-pointer.


How loud is the noise that is being sensed by the
microphone.

The amount of time that has elapsed until the opening of


the Scratch program or the timer resetting.

The direction, X position, volume, size, Y


position, or costume of a sprite or the Stage.

The defined time unit selected.

The no. of days from 2000.

The name of a Scratch user.

7. Operators blocks
These blocks perform string handling and math functions. Scratch version
3.0 contains 18 Operators blocks. The following 7 Operators Boolean
blocks are found in Scratch version 3.0:

It is the condition that checks if a


value is lesser than the other.

It is the condition that checks if two values are


equal.

It is the condition that checks if a value is


bigger than the other.

Accurate if both conditions are true.


Accurate if either condition is true.

It lets you check the condition that if it is false, or


true, not true, or not false.

Inspects if the text of the first


parameter contains the text from the second parameter, and if it
has it, the block shall return true.
The following 11 Operators Reporter blocks are found in Scratch version
3.0:

The use of the addition.

The use of the subtraction.

The use of the multiplication.

The use of the division.

Chooses a random number among the


two given limits.

The two given values placed next to one


another.

The definite character of the given value.

The measurement of the given value.

The remainder value of the division.


Rounds the given value to the next whole number.

The absolute value (abs), sine (sin), asine


(asin), cosine (cos), acosine (acos), tangent (tan), atangent (atan),
square root (sqrt), natural logarithm (ln), exponential function
(e^), base 10 exponential function (10^), logarithm (log), of a
provided value.
If you right-click certain blocks, it will result in many options of its type.

8. Variables blocks
These blocks hold the variables and lists. The 11 list blocks and 5 Variables
blocks are found in Scratch version 3.0.
4 Variables Stack blocks found in Scratch version 3.0 are as follows:

It lets you set the defined variable to the


given amount.

It lets you change the given variable by


the given amount.

It lets you show the Stage Monitor of the


variable.

It lets you hide the Stage Monitor of the


variable.
Variables Reporter block present in Scratch version 3.0 is as follows:

The value of the variable.


List blocks
These blocks manage the lists and are present in the Variables group and are
not available in the bar located left. There are 11 List blocks in Scratch
version 3.0.
The following 6 List Stack blocks are present in Scratch version 3.0:

It lets you add an item to the list that


contains the defined content in it.

It lets you delete the item from the


specified list.

It lets you delete all the items present in the


specified list.

It lets you add an item in the list


with the defined content in it.

Replaces the content of


the item with the given content.

Shows the specified list.

Hides the specified list.


The following 4 List Reporter blocks are found in Scratch version 3.0:

— The value of the list.


The value of an item.

The number of items in the specified list.

The list in which an item first


appears, its index is recorded.
List Boolean block present in Scratch is as follows:

This condition is used to check if an


article's content is the given text.

9. My Blocks
These blocks are made by users or custom blocks. Scratch version 3.0 has
two unique types of My blocks in it.
My Blocks Hat block found in Scratch version 3.0 is as follows:

It lets you define the custom block.


My Blocks Stack block present in Scratch version 3.0 is as follows:

It is a custom block.

2.7 Custom blocks


Users of Scratch can define their own blocks, called custom blocks, that
users can name themselves. In Scratch, the development of custom blocks is
equal to defining processes in other languages. Parameters for the process
may be numeric, textual, or Boolean. Whenever a user plans a procedure,
he can fill the implementation of their procedure on the new Hat block
called ‘define’ that appears right after it.
2.8 Scripts
Sprites can have multiple and a stack of command blocks, called scripts.
Scripts are built by connecting single command blocks together into a stack.
When you click on a script, Scratch runs the blocks from top to bottom. The
computer starts at the top and executes the instructions you tell it one after
the other. A script can be very short (only two or three blocks long), or it
can be very long. A sprite might have just one script, many scripts, or none
at all. It is possible for a single sprite to have multiple scripts initiated by
the same event. In that case, all scripts will be executed simultaneously.

It is easy to work with the scripts. The following instructions can help you:

You simply have to drag the blocks out of


the Block Palette to the script/code area to create a script and organize
them meaningfully.

Blocks are dragged on to assemble them; they can be added


below or in any other block, except the Hat Blocks.
Blocks must be dragged away from one another to disassemble
them.
To eliminate a script, right-click its hat block, click
delete, or drag and leave that script into any block palette.

To begin a script, just click on it.


In the scripts tab, you can edit the Scripts of the Stage and every sprite.
How to Organize Your Scripts?
After you have created your scripts in the editor, right-click the background
and select "Clean up Blocks." You should move your scripts so that every
script sets space apart from the script in the top left corner of the script area.
Instead, you can simply drag the scripts in the script area and organize them
in any way you want.
Script Fragments
It is an incomplete script since a hat block is missing from it. A script
fragment cannot run when a project is executed normally, so nothing
activates the code. While being in the Project Editor and clicking on it, you
can run a script fragment. Due to their ability to show a sprite which is not
visible, they are widely used to make thumbnails while executing the
project normally. You can store the script fragments in the Backpack so they
can easily pop onto a hat for running the code. Every block present in the
script editor can be designated as a script fragment. You can incorporate a
game into an OS with the Script fragments by simply pulling off the scripts
of ‘When Green Flag Clicked’ and putting them below a ‘When I Receive
() block,’ mostly with the aid of the backpack.

2.9 Sound
A sound is an element which you can hear and play in a Scratch project; it
is available in the built-in sound library of Scratch, can be imported, or can
be recorded. Sound blocks are used to play the sounds that also regulate the
tempo, volume, etc. of a sound. All the sounds in Scratch are monophonic.
Every sprite can also one or more play sounds. To play a sound in your
project, you shall have to create a script that will tell the Project when or
what to play. A vast library of sounds also comes with Scratch, or you can
import sound files or record new sounds.
Sounds and Notes
In a project, all sounds played are split into two categories: sounds and
notes.
a) Sounds
Sounds are objects which can only be accessed by recording or importing.
These are accessed from the Sounds tab, where sounds can be imported,
recorded, played, and edited.
The sound playing is regulated by these blocks:

Play Sound () — It starts the sound and runs the rest of the script,
not waiting for the sound to end
playing.

Play Sound () Until Done — It starts playing a sound, then waits


for it to stop playing, and will carry on with its next script.
Stop All Sounds — It stops all of the sounds currently playing.
Set Volume to ()% — It sets the volume of a sprite.
Change Volume by () — It changes the volume of a sprite by a
given amount.
b) Notes
Notes were used to be retrieved by a MIDI system before the Scratch 2.0.
They are variations of notes that are built into your computer. However, the
MIDI sound library is unable to use because Scratch 2.0 runs on Adobe
Flash; consequently, the Scratch Team had to generate their own Scratch
program’s built-in sounds library. These blocks are associated with notes:

Play Drum () for () Beats — Plays the given drum for a specified
number of beats.
Play Note () for () Beats — Plays a specified note from an
instrument selected in the other blocks.
Set Instrument to () — Sets the existing Instrument to the
Instrument selected from the options of the drop-down.
Set Volume to () — Sets the volume of a sprite.
Change Volume by () — Changes the volume of a sprite by a
specified amount.
Set Tempo to () bpm — Sets the tempo of a sprite affecting the
speed of the beat.
Change Tempo by () — Changes the tempo of a sprite to the
specified amount.
Rest for () Beats — Plays the rest for a specified number of beats.

Sounds Accessibility
a) Importing
You have to view the Sounds tab of a sprite or stage to access the sound
files and click the Import button, which exists as a folder. You can import
sounds from your desktop, Scratch's own sound library, or various other
locations. When you convert a surround sound audio file to a monophonic
sound file, the surround channels are deleted. This is because of the
limitations of Scratch with the sound.
b) Recording
Sounds can be exported, recorded, imported, modified, and edited in the
sound editor. It gives easy options for editing a current sound for various
benefits. For additional advanced options that are not present within
Scratch, you can use another sound editor, but it is suggested that you
should not record the music from any other websites since this can give
low-quality music with lots of quietness and background noise. The best
way to do it is to import music. While recording sound in the Sound Editor,
it may help you to increase the volume a little before recording. Increasing
the volume will make it simpler for Scratchers to listen to the sound they
recorded when the project is executed.
Synchronizing Sounds
The first time the Scratch Player plays a sound, there is a slight delay. This
delay will not be noticeable when working on the project, only when the
page is reloaded completely. The consequence of this is that if one message
activates two scripts, one animation and one playing a sound, the animation
script will start to run even before the sound begins. This can be prevented
by a very short pause using only a 'Wait Block' before the animation script.
Sound Editor
The Sound Editor in Scratch allows a user to edit and remix sounds. The
sound editor has two main areas: The Sound List and Editing Area.
a) Sound List
To pick sounds for editing in the editing area, the sound list on the left is
used. It will be selected by clicking a sound. To indicate that they are
selected, selected sounds have a thick blue border. In order to erase the
tone, selected sounds often have an "X" on the top right. On right-clicking a
sound, you will get three options; export, duplicate and delete.
b) Editing Area
The editing area is the section present on the left of the stage and to the
right of the sound list. It has a bar on the top, the sound in the center, and
various tools at the bottom.
Features
There are nine tools at the bottom: slower, faster, softer, louder, fade-in,
mute, fade-out, robot, and reverse. Every tool provides its own effects, and
you can use them together to make remarkable sound effects.

1. Top Bar - These tools just edit the sound but do not have any
effects. Before Scratch version 3.0, they were found in a dropdown
called "Edit."
2. Name - This is a round text box that is used to change the name of
the sound in the Sound List to be displayed.
3. Undo - The last action is undone with this.
4. Redo - Last undone action is redone with this.
5. Copy - This will copy the selected portion of the sound, or if
nothing is selected, the entire sound.
6. Paste - This pastes any sound that has been copied to the end of the
sound file.
7. Copy to New - This creates a new and identical sound file to the
one copied from.
8. Delete - This deletes the part of a sound that is selected.
9. Bottom Bar - To manipulate the sound, these tools create special
effects. They were in a dropdown called "Effects" before Scratch
version 3.0.
10. Faster – This fastens the speed of a sound, making the notes
higher.
11. Slower – This option slower the sound and lowers the notes.
12. Louder - This makes the sound louder.
13. Softer - This makes the sound softer.
14. Mute - This makes the sound silent.
15. Fade In - This makes the sound soft at the start and back to
the normal volume slowly.
16. Fade Out - This makes the sound normal volume at start and
gets softer slowly.
17. Reverse - This makes a sound play backwards.
18. Robot - This softens and adds static to the notes and makes it
sound like a robot.

2.10 Coding Area


It is the area on the left side of the project editor in which scripts are
organized. It can be accessed from both sprites and from the Stage, even
though each sprite and the Stage have different scripts and Code Areas. It is
a grey rectangle with pinstripes.

Context Menu
The menu of the Coding Area has three choices when you right-click it. A
feature for one-button mouse is also present, which lets you bring up the
menu if you hold down the left button of the mouse. The options of the
menu are as follows:

Undo : It restores the previous edit.


Redo : Last undone edit is redone with it.
Clean-Up : This function helps you to arrange the oddly positioned
scripts in the Code Area. Scratch automatically puts them left to the
Code area, vertically, having a minor space among each script.

The options that are given by right-clicking in the Code Area.

Add Comment : This feature was introduced as a substitution


for the comment block present in the Scratch 1.2. Later, it was
removed due to the confusion it caused to the users, as it actually
has not any effect on the scripts of a sprite. The currently used
comment function was added in Scratch 1.3 after abundant
protesting on the Scratch Website of its elimination. It allows a user
to type helpful comments or notes in an appropriate area, typically
to explain the way their scripts work. It can also be attached to the
scripts, and its width can be adjusted. Regardless of all the help
provided by them, comments slow a project's speed significantly, as
they are occasionally placed separated from their required places in
their script or avoided. In Scratch 2.0, the placement of a comment
bugged a lot, as they got unexpectedly detached or attached, and at
times they even vanished.

The comment (default)In the editing area, when you right-click on a block,
the following options are given to you with "Add Comment":

Duplicate : This option copies the script, allowing the users to


put it either on another sprite or anywhere within the sprite.
Add Comment : Generates a comment that is added to the block
on which you have right-clicked.
Delete Block : It only deletes the selected block. If you select
a stack block containing an underlying script, 'Delete Blocks' is
displayed, and the whole script is deleted.
The options that are offered for custom blocks only:

Edit : It provides the edit window of the custom


block.

Define : This only happens when the custom block is used. It will
scroll down to the defined block in the code area.
There are some options given for certain blocks. The options switch the
block to an identical block; this is applied to:

+, -, *, / : It changes the block to a different operation.


=, <, > : It changes the block to a different operation.
All variables: A series of variables will appear, and the variable
reporter will switch to that variable
when you click one.

All lists: A directory of lists will be shown, and the list reporter
will turn to that list when you click on one.
Use
Simply drag the blocks out of the given eight palettes to code in Scratch and
arrange them together in the Coding Area. Scroll the bars to extend the area
to the right or downwards if necessary. You can also modify the block
values which are in the block palette, but when the palette is redrawn, it
switches back to the default value. The code or script area can be scrolled
vertically using a mouse or touchpad. The field can also be scrolled
horizontally using a touchpad.
You can remove the blocks by dragging them to the block palette. An
alternate way is to remove blocks by right-clicking (control-click for Macs)
and in the drop-down menu clicking "delete".
How to switch to the Code Area
It is easy to switch to the code area: select the Code tab present above the
Block Palette and click the X button at the top right to the library, or simply
click the X button at the top right of the open tab.

The Code Area option is encircled red.

2.11 The Stage


The stage is your screen. It is similar to a sprite but cannot move. Instead of
costumes, it has backgrounds, called backdrops. The stage is where you see
your stories, games, and animations come to life. The stage is considered
the background of a project, it can have backdrops with different costumes,
scripts, and sounds, just like a sprite. The stage is 360 pixels tall and 480
pixels wide. Every sprite has a certain position on the stage, yet, not a single
sprite can move behind the stage because the stage is permanently at the
back layer.
Stage Sizes
There are three different sizes of the stage:

Regular
Normal mode; the stage is 480×360 pixels.

Small Stage Layout


The size of the stage is half the regular size, having a resolution of 240×180
pixels, which is useful for getting more space in the scripts area.

Full-screen mode
It fits the player to the current resolution of the user’s web browser.

2.12 Backdrop
A backdrop is an image that can be shown on the Stage. It is similar to a
costume, except that it is shown on the stage instead. They are located in
the backdrops’ library. You can choose new backdrops from the library, can
paint them, upload them, or choose as a surprise. The Stage can change its
look to any of its backdrops using one of the code blocks. They can be
named, edited, created, and deleted in the Paint Editor. When one chooses a
backdrop, one can pick from 85 different backdrops. You can also edit and
draw your backdrop, and when you’re drawing on the backdrop, the
Costume tab changes to the Backdrops tab. The drawing tools for
backdrops work in just the same way as in costumes.
Chapter 3 Event-Based Programming
Event-Based programming is in which the code is built on events, which are
identical to message broadcasts. For example, when the mouse is moved, a
"when mouse moved" event will activate all the scripts. Events, called event
attributes, have their own attributes. For example, the current mouse x
position, previous mouse x position, distance moved, etc. are the attributes
when the mouse is moved.

3.1 Scratch Events


Scratch is an event-based system: all sounds, motions, and fluctuations in
the appearances of sprites are started by actions called command blocks. An
event block, which is known as a Hat Block, is the reason for the portrays
of Scratch. These are the four built-in events in Scratch:

When () Key Pressed


When Green Flag Clicked
When I Receive ()
When () Clicked
When Green Flag clicked , it is known as a Canonical event; the green flag
appears at the top of the user
interface. In addition to the green flag, there are a number of other events
possible, including key presses, mouse clicks, and input from a computer’s
microphone or webcam.

3.2 Tutorials
This tutorial will give scripts for the main events:

Mouse moved
Any key pressed/up/down
Mouse down/up/clicked
Format of an event

1. Mouse Moved
This event in Scratch is not already programmed but can be repeated easily.
This event causes particular lines/stretch of code in other programming
languages to be executed as the mouse travels. It is not necessarily essential
for the mouse to move over a specific object. Movement over a specific
object is often attributed as "hover" and is usually used in other languages
such as CSS.A simple or normal script used in Scratch to check if there is a
movement of the mouse works as follows:

Mouse Up or Down or Clicked


This event does not require any lists. It is a pack of a total of three events:

Mouse up
Mouse down
Mouse clicked (for about 0.4 seconds or even less than this)
The script is as follows,
Key Up or Down or Pressed
The event is similar to the previous event of mouse
movement up and down, but on the keyboard.
Variable-Switch Alternative
Not every programming language is designed for a large number of in-built
events, and some may not even be multi-threaded, so event replacement
variables are essentially used. A variable simply stores a value and can be
used to cause different looping conditions and run a code sequence by
exchanging the value of the variable. In Scratch, for instance:

Can be simulated with this code as well:


They both have nearly the same features, but one
significant technical difference remains. Use the Hat Block click event (first
example) to presume that the sprite clicks a second time when the script is
still running. Instead of running two instances in parallel with the same
script, the script is interrupted and begins again from the beginning. This
can lead to undesirable outcomes.
The second (2nd ) example will not be disturbed, meaning that if the sprite is
pressed when the script is being performed, it is essential for the script to
complete. It will wait till the sprite is clicked for a second time once the
script is over, even if the sprite has been clicked even though the script is
operating. In conclusion, for an interruption-allowing script, the event-
based system is preferable, while for a script that needs to run completely
on a variable-based virtual event, the variable-based method is greater.
It would take an even heavier method to run the same script in many
circumstances on Scratch, as neither variable nor event-based switch logic
in Scratch could achieve this with efficiency. It would take a lot of
specificities to allow scripts to identify multiple virtual threads to modify
themselves.

3.3 Hat Block


A Hat Block is a structure that, when a particular event happens, begins a
script. The blocks of the hat are either block of control, blocks of events, or
more blocks. The first word of the name in the Experimental Viewer is
capitalized. Hat blocks are valuable in Event-Based.
Shape
Hat blocks are shaped and designed to start a script in a way that no blocks
could go on top of them — it is performed by rounding the top of blocks.
Whereas the bottom of Hat blocks has the same shape as in the Stack
Blocks.

Blocks
From scratch, there are a total of fourteen Hat blocks. Out of fourteen, four
are used as code for extensions. Whereas, with every case of a custom
block, a hat block is made. They are:

Define ()
When ()
When () () ()
When () > ()
When () Key Pressed
When () Key Pressed (Makey Makey Extension)
When () Pressed in Order (Makey Makey Extension)
When Backdrop Switches to ()
When Distance < ()
When Green Flag Clicked
When I Receive ()
When I Start as a Clone
When This Sprite Clicked
When Tilt = ()
Use
Excluding Hat blocks, scripts can be enabled physically by clicking them,
but not at all online. There is a special way for each Hat block to get
triggered, so various scripts can be launched at different points in time.
There are four main ways to trigger a script: a key is pressed when the
Green Flag is pressed, and the sprite
is clicked when a broadcast is produced. A picture of the “When I Receive
()” block can be used as shown below:

3.4 When Green Flag Clicked (block)


The "Green Flag" block, as shown below, generally known as the "Start", is
a Hat & an Event block. When the Green Flag is already clicked, scripts
that pick this block shall initiate. The scripts can initiate new scripts and
assist the entire system.

The single method a project can run without this block would be to detect
the pushing of a button by pressing a character/sprite or by utilizing a timer
block; the task will only last till all scripts had terminated, dependent on the
initiating scripts. In all Scratch designs, this green block is the highly
accessible block. Although scripting projects
devoid of this block are entirely feasible, it is not suggested; the flag marks
the beginning of a project, so this block detects when the task begins.
Example of Uses
Once a project begins, several things happen at once these happen at this
time since all the tasks are hatted with block. Some frequent uses:

Beginning a project
Removing all objects in a list

Resetting the variables

Establishing a scene by displaying or concealing sprites and altering


their attire
Clearing pen

Playing a song

Forming clones

Starting other Scripts:


Rearranging Sprite locations:

After these events, the script can go on normally.


Faults or Errors
In a single project, utilizing blocks can produce faults that are hard to
detect, often occur only with just about every beginning of the task, and can
induce the timing to set off. Whereas, using one of those blocks, preceded
by a broadcast to scripts that are essential when the program begins, is a
simple solution. Another alternative is to click numerous times or else use
turbo mode on the flag.

Workaround
For the “Green Flag” block, it is the single existing workaround. When the
task first starts, Scratch inhibits all of the hat blocks, but after the green flag
is pressed, the countdown is fixed to 0, then the blocked hat is activated.
The only issue with this approach is that once an operator turns to a task, it
immediately activates it.
The Block “Stop”
"Stop" click block is a block event that many scratchers have requested,
which activates once the stop sign is clicked. Typically, these applications
are denied since the stop symbol was meant to end the task, not to activate
other scripts/modules. The stop symbol is intended to stop a task. The
following method is used in a workaround for the "Stop" block:

When the stop is pressed, the timer does not reset, letting the timer value to
increase above 0.2.

3.5 Indirect Start


There are dual ways to begin a program on Scratch: direct and indirect. To
start running the task, a direct start uses the "Green Flag". Whereas, an
indirect start, however, doesn't need to use that block but rather uses various
triggers to begin the task. The indirect start is the activity of assigning
something other than when ⚑ clicked" to the cause of an event.

In most cases, apart from the green flag clicked block, starting a new task
established on an event has a big benefit over beginning a task directly.
Some examples of this are shown below:

The game can simply be re-activated.


The actions that act as a "starter/introduction" to the task can be
used with comfort.
Various green flags cause a small interval between each game,
which can be fixed by this technique.
Buttons can be developed to click in place of the block “green flag”.
Usages of Indirect script starts
1) Opening It with a Firework (Cannon)
This example is about the development of a project to shoot fireworks in the
sky by clicking on a cannon. Each cannon has the following script attached
to it

.
2) Game Restart
This sequence is for a play where, when they lose, the participant is offered
a shot to replay a game.
When each script was programmed to begin once the
green flag block is pressed, the below-mentioned script will be present in
the project instead.

3) Title Screen
This explanation is about a title screen being added to a game. These
programs include the script that follows here.

The sprites are that serve as keys that the player presses on to begin the
game after the title screen is displayed.

This approach can be used to make a program that displays the title screen
before it begins. It is unlikely for the project to begin the game directly
without clicking the "Start" button.

3.6 Stop () (block)


It is also known as the Control block. It can be either Stack Block or a Cap
Block; this division is totally dependent on the argument. Out of all blocks,
this stop block is the one that alters its shape. All Stop Script blocks, as well
as to introduce the stop features for other scripts in a sprite. If it is a stacked
block and there are also blocks below it, the other choices would be absent.
Chapter 4 Drawing Tools
The drawing and painting tools are provided by Scratch Paint Editor to
design your own sprite, its outfits, and backdrops. For both the Bitmap and
Vector formats, there are a variety of drawing tools. The software has to
modify them when transitioning the images to a new format or a news
editor.

4.1 Converting Bitmap to Vector

The complete bitmap image itself becomes a coherent,


singular entity in the vector editor while transferring it to the vector editor.
This includes its bitmap look, but the dissimilarity is when the transformed
bitmap image is resized. The vector editor rearranges all images to the
original view with higher accuracy than the bitmap editor. Any shapes that
are translated from bitmap to vector don't really transform or receive splines
into a vector shape; it is read as before by the software.

4.2 Converting Vector to Bitmap

Any image that expands from the canvas will not be used when
transitioning a vector image format to a bitmap; only a 480x360
scale/resolution image can be produced to the fullest in the bitmap editor.
Vector graphics end up losing the characteristics that are distinctive to them,
unlike bitmap to vector. Anti-aliasing is expressly excluded. Therefore, in
appearance, a seamless vector object can become a misshapen and very
blur. While transforming from vector to bitmap, Converting it back to
vector will not keep the vector characteristics as objects had before this
process, but undoing it will put back the qualities it had before.

4.3 Common/Popular Options


All these are placed above the costumes/outfits. Both the bitmap and vector
editors are familiar with all of the costumes.

1. Gradients
There are four choices on top of the three sliders. These allow an area to be
blended between the two colors you have chosen. If one of the choices
other than the solid color option is clicked, two selected colors are
displayed. To edit them independently, click on each of the colors. When
you use one of these options to cover an area, it is termed as the gradient.
Choosing 'Swap' flips their sequence between the two shades.

2. Picking Colors
There is a color dropdown menu in the Scratch paint editor that has three
sliders which can be used for selecting colors: saturation, color, and
brightness. It is located on the editor's center-left page.

3. Brightness
This choice influences the way the color is light or dark.
When the right side is the chosen color, the left side remains completely
black.

4. Color
Moving a color slider would change the shade of the color (from blue to
red, for example). As it has the greatest differentiation between colors, this
method is the most used.

5. Saturation
How bright is the color depends on the saturation of color: 100 saturation is
of the chosen color, 50 saturation is of a lighter color, whereas 0 saturation
is white.

6. Changing Pen Size


The pen size bar is found in the center of the paint editor. It is represented
by a paintbrush icon. In order to pick the pen size, there is an input. Type in
size or change it using the arrows on the side. The greater the number, the
wider the line is going to be.

7. Picking Up a Color
There is an icon or symbol on the bottom right that enables you to select a
color from the outfit (costume), sometimes known as the "eyedropper." It
will amplify the region when the mouse pointer is close. Whereas, On the
front is the color you are floating over. Tap to select it.

8. Naming Costumes
Just click on the text bar at the top-left side of the paint editor to name a
costume and put the new name. The title of the costume is critical to the
organization and in coding the project on occasions. It is best not to label
costumes with just numbers but with no other symbols or letters because it
creates problem during the selection of the costume blocks; this is because
each dress having both a label and numerical value in the costumes window,
so changing to costume "2" might mess things up if the third costume is
also called "2".

9. Copying and Pasting


There are two options on the right side of the outline: copy/paste. The copy
option only copies the specified region, while the paste places it anywhere
the person wants. This is really useful when one wants to make a copy of an
item. The shortcuts used for copy is Ctrl+C, and for the Paste is Ctrl+V.
When a selected text or object is copy-pasted, the location of the copy is
different as compared to the initial selection. So, in order to paste the
content in its desired place, follow the below-given steps: (1) copy the
selection, (2) change to a different
outfit, (3) shift back to its original costume/outfit, (4) paste the copy part,
before attempting to make any other improvements.
10. Undo and Redo
Two buttons named undo and redo are located to the right side of the
costume name. These buttons enable you to it as if the last operation never
happened and reiterate the undone steps, respectively. The redo button
cannot be used unless the undo button has been pressed. If no steps have
been performed, neither option can be used. If you switch to anything else
from the costume editor, your activities will be irreversible and can only be
manually undone. Ctrl+Z is the shortcut for undo.

4.4 Vector-Only Options


The following points are exclusive to the vector editor, and these are not
present in the bitmap editor.

1. Precise Object Movement


When an item is selected, the arrow keys are used in the vector editor to
move the object about 1 pixel, divided by the screen zoom factor. The
distance shifted is increased by 15 times when the Shift is pressed along
with the arrow keys. In the bitmap editor, a section picked up with the help
of a select tool can also be relocated with the help of arrow keys. This
process can be helpful for making precise and exact measurements or
alignment of the objects in an orderly and structural pattern.

2. Outlines
There is a dropdown menu that switches the outlines of items to the right
side of the color dropdown. h It even has three dials, but you cannot
combine two colors at the same time. An input to pick the width of the
outline is at the right side of the dropdown menu. You can enter a digit or
use the directions to alter it.
A gradient outline is developed in August 2020.

3. Layers
The picture shows the Giga layering in front of Nano. In the vector editor,
the paint editor also contains the
layering objects' functionality. Object layering places them in front of or
behind each other. There will be four buttons on the top right side that allow
you to layer items in front of or behind another one. Forward and Backward
shift items one layer at a time on the left side, while Front and Backshift
them in that outfit to the very front or back, behind and front of all other
items.
Note: It is only possible to layer the objects, but not the individual splines.

4. Grouping
It can be helpful to organize them when there are plenty of items that you
need to pass at once. To choose a specific area of the outfit, use the select
tool, and click Category. These objects are one object now and can be
transferred together. The ungroup option does the contrary; it is possible to
split one grouped object selected into smaller sections.
Note : When you combine objects, the object splines are not removed; you
can still change them.

5. Horizontal and Vertical Flipping

From right to left, top to bottom: No turn, horizontal turn, vertical switch,
vertically and horizontally switch.
There is the option to vertically and/or horizontally flip it when you pick an
element. An object's flipping inverts it. In specialized terms, when an object
is inverted, it uses each pixel and places it with the origin of (0,0) at the
opposing position in the middle. There are two tools at the top of the editor
that appears like two arrows pointing to a punctuated line. The one on the
left horizontally flips the object, the one on the right flips the object
vertically.

6. Curved/Pointed
There are 2 choices to the right side of the outlines when you are using the
reshape tool, which causes the splines to either pointed, like its a rectangle,
or curved (like an oval). When making patterns with both curved and
pointed sides, this is beneficial. If more than one point is chosen (hold the
Shift key and press more than once),
the specified adjustment is applied to all of the selected points.

4.5 Vector Tools


In comparison to bitmaps, vector tools generate splines rather than a
collection of pixels to keep backdrops and costumes. Several of the tools
work in a really similar way, though. To the left side of the costume, they're
found.

1. Select
The mouse-pointer tool, which is the first tool, is used to adjust, stretch,
compress, or rotate an object's position. A blue box appears around it when
an item is chosen by a mouse-click with this tool, and the item can be
relocated by taking the center and rotating the mouse. By moving the two
tiny arrows below the box, rotation is achieved. The object moves from the
center of the image to the direction of the rotation circle. Finally, with the
measurement frames that exist on the outside edge of the collection box,
objects may be extended and compressed.
Note : Click the mouse button in the blank area to select various, ungrouped
items, and the box will move around the preferred location; all objects that
the box hits will then be selected.

2. Reshape Tool
A picture edited with a tool to reshape it.
This Instrument is used in the editor to bend or alter the shapes of a spline
by catching the points with cursor and dragging them around. There was a
"Smooth" key that replaced some splines in Scratch 2.0.

To delete a spline, press it without moving it.


Hold Shift to pick multiple splines when choosing splines.
If you have a closed-form that is filled in, the filling color will just
go off if you split the form.
With the delete key or the backspace button, you can erase the
spline that you are changing.
To add one, press on a line or border of a form where there is no
point.
Two options will be displayed above on the tab when a spline is
clicked: curved and pointed. These modify the spline to either be
bent or pointing.
A blue line, including diamonds, will appear at either end when a
spline is pressed. Pull this on each side of the spline to impact the
thread.

3. Spline Tool (Drawing)


The Spline tool acts as the paintbrush for the vector editor. However, it
produces splines, numerically measured, and stored forms instead of
making pen marks mostly on canvas as in bitmap, which will not be
pixelated and could be changed using the reshape function. Keep the mouse
down on the canvas to draw. Drawing on an existing spline from a point
would immediately match the size, quality, and color to the current spline
and bind the splines together as well.

4. Eraser
Outside the circled field, the eraser moves splines inside its reach. In
Scratch 3.0, this tool was first released. It is unique from the bitmap
erasable marker tool as it
creates the same shape as the spline it had removed.

5. Paint Bucket
The paint tool can also be confusing, as it only fills in vector items instead
of coloring in a field. For example, since it is not an entity, you cannot paint
in the blank backgrounds of an outfit or backdrop with the vector paint
tool. Click on the inner or outer side of any object when the paint pool is
loaded to change the color to the selected color.
Note: You cannot fill the vector paint bucket in any confined space because
it must be an entity. It might be better to perform the process in the bitmap
editor first while coloring the backgrounds and then move to vector. Any
area, closed or unclosed to the context, or the boundaries themselves, may
be colored in the bitmap, but the splines must be linked into a uniform,
closed-in object in the vector editor. As in previous models, the paint bucket
will not be used to fill in outlines.

6. Text Tool

The above picture shows the fonts in the vector editor. The text tool, which
can be resized after execution, can be used to type letters, symbols onto the
canvas. Select anywhere on the canvas to type text; when mouse shows,
start typing. By shifting the resolution boxes that show around the text
window, one may set the vertical and horizontal text boundaries. If you
have done, click on a blank space to leave the text editor. Pick it with the
mouse-pointer to resize the text afterward, and move the measurement
boxes to make the text meet the desired size. After leaving the text editor,
the text can be edited by clicking on an already existing text with the text
tool. Towards the bottom-left side, Text Tool is comprised of nine
accessible fonts to choose from Serif (Times), Sans Serif, Curly,
Handwriting, Pixel, Marker, ⽇本語 한국어
(Japanese), (Korean), and 中
⽂ (Chinese). By
creating a drawing, entering the preferred text in, selecting the font, taking
the image, then loading the image to the preferred sprite, and resizing or
shifting the text to suit one 's needs, more fonts can be obtained using
Google Drawings.
Note : The Sans Serif fonts can appear as a large Serif font due to an error.
To fix this issue, modify the font and then save the draft. That doesn't fit
often, so instead of using Japanese, Korean or Chinese fonts, they all look
nearly identical to Sans Serif font.

7. Line Tool
In the vector editor, the line tool is being used for forming straight sharp
lines. A line is made up of two points of the spline; one at the start and one
at the end. To draw that line, press and keep holding the mouse, and then
release the line from the mouse's starting point, press to release the
endpoint.
Note: To draw a smooth curve, first, you need to draw a clear line, select
the reshape method, and then click at any place on the line to construct a
new line curve.

8. Oval Tool (Circle)


For drawing perfect circles or ovals, the circle tool is
used. By clicking and keeping the mouse on the canvas, this can be
accomplished. Then, in relation to the start and finish coordinates of the
mouse, oval shape will form. Keep holding the Shift key when drawing
with the aforementioned oval method in order to draw a full circle.

9. Rectangle Tool (Square)


To create a geometrical rectangle (right-angle 90˚ corners), the rectangle
tool is present in Scratch. The rectangle can be created by pressing and
holding the mouse-pointer down while the tool is selected and then
released. There are four points in the rectangle, each at an angle. Keep
holding the Shift key when designing with the rectangle method to create a
perfect square.

4.6 Bitmap Tools


The tools of the bitmap editor are identical to those of the vector editor but
rather use a pixel grid on a region rather than spline formation. All the tool
icons for the bitmap are pixelated. These objects are pixelated as a result of
not using splines but don't have that many tools accessible.

1. Paint Brush
A paintbrush is merely a tool for designing wherever you click the mouse
pointer. The color, scale, and size change the pen marks of the paint brush's.
To change the size of the brush, simply go to the lower left-hand corner of
the slider and adjust it to your required level.

2. Line Tool
For creating straight lines, the line tool is used. Keeping the Change would
make the line completely vertical or horizontal in the versions of Scratch
before Scratch 3.0. With the Shift function, there was an error where the
line eventually ended up where the mouse-pointer was, not absolutely
straight. Now, keep holding the Shift key allows you to build lines at ideal
angles of reference (such as -180 degrees, 90 degrees, or -45 degrees).

3. Oval Tool (Circle)


To create ovals of any shape and size, the oval tool, which is called the
"circle" or "ellipse" tool, is used. As with the rectangle tool, there will be
two buttons on the bottom-left of the paint editor, the same as in the process
when the oval tool is picked. The first is used to develop a hollow center
oval, and the neighboring one is used to form a solid, filled-in oval. By
simply pressing the Shift key when designing, the oval tool can also make
flawless circles.
Note: The oval tool symbol is basically an octagon in shape.

4. Rectangle Tool (Square)


The tool for creating rectangles (the four-sided, geometric form with all 90-
degree angles) is the rectangle tool, generally known as the "square tool". In
the middle, these rectangles may either be solid or translucent. Once the
tool is picked, there will be two buttons to the right of the color range, one
comprising of an outlined rectangle and one comprised of a filled one. The
one that is filled is selected by design. This implies that one solid mass
would be any drawn rectangle. The form created will have a clear, see-
through center if the key composed of the outline rectangle is clicked.

5. Text Tool

The nine usable fonts.


For writing text on an outfit or into the backdrop, the text tool is used. Click
wherever on the canvas when the tool is selected to let a cursor display. You
can then insert the required text into it. You must move the small buttons
(small cubes) to the required measurement to adjust the size of the text. You
can also extend and condense your text with these keys, but it can only be
accomplished after typing ends. Nevertheless, the text can be resized just
once.
The text looks like a vector while typing, but when the text is not selected,
the words turn pixelated. To the right of the color selectors, there are nine
different fonts accessible. Fonts were imported from the device in Scratch
1.4 and earlier, which means that the individual could select any font he
wants to use. In Scratch 2.0, this was omitted as it contained an online
editor that is unable to load the fonts from the device.

6. Paint Bucket
The paint bucket is being used to fill one solid color into every closed
region with a common color. This can be done by clicking on the canvas in
the target place. The paint, which has the same color on it, tends to spread
everywhere.
The color will spill out of the form if the shapes have tiny holes in them.
Before using this method, search for any gap

7. Eraser
The eraser tool is being used to delete (or remove) a canvas area that has
been selected. No color appears in the place of the colors that are removed,
ensuring that the field is see-through. It does not create an outline, unlike
the vector eraser.

8. Select
The select tool (previously known as screen region grabber) is being used to
pick and move, extend and compact an area on the canvas, or somehow
change it. The clicking and moving around the target region will
accomplish this. Then, around that field, a blue window will appear. You
can switch the section around if you hold the middle of the dotted box with
the mouse. With the measurement boxes that emerge around the outside,
you can also spread and condense it. Rotate the segment with the help of a
blue arrow section located below the targeted area.
Chapter 5 Drawing and Animation Tutorials
All the tutorials related to drawing and animation can be found in this
category.

5.1 Animating a 3D Object


This is a tutorial on using the stack method to animate a three-dimensional
object.
Costumes Creation
Creating the costumes is the very first step towards creating an animated 3D
object. This is achieved by assuming that an object is being sliced such that
it is a pile of slices. For instance, a cylinder will be a pile of circles when
cut. A cone will be a pile of circles with a decreased diameter, and a
sphere will be a pile of circles whose diameter first increases and decreases
later. It is then needed to draw each of these presumed slices using a paint
editor. The suggested quantity of slices is sixteen for convenience during
programming.
Script Writing
It will only need one sprite and one script for this project, so it will be a
One Script One Sprite project.
How it Works
The script draws the 3D object by stacking every slice over the other, a little
displaced. An illusion will be caused by the 3D object by recreating the
‘sliced’ object referred to in the paragraph above. With the help of
trigonometry, the displacement can be calculated by measuring the vertical
and horizontal offset with the given angle. The script will loop indefinitely,
each iteration slightly raising the angle to give the illusion of rotation. To
avoid the processing lag, the drawing script must be a single frame.
Part 1: The Stage Setup
Firstly, it is important to set up the project. It involves:

Putting the object in the middle of the Stage.


Clearing or emptying the Stage
Rotation of the sprite
Increasing the angle
The following script is used for it:

Calculate the offsets with the help of trigonometry:

Part 2: Move and Stamp


The sprite should be moving, stamping itself, and also changing its costume
according to it. With the following
modification, it can be done:
This script runs pretty slowly, so for speeding it up, it will be better if the
script is made Single Frame. Use the duplicate function to do this the
easiest way:

1. Select ‘duplicate’ after right-clicking (change x by), the


block present at the top of the script inside the repeat block.
2. A replica of the script will appear near the mouse
cursor.

3. Hold and add this script exactly above the block right-clicked
(change x by). And repeat this copying and adding three more
times. Don’t forget that you have to right-click the new top block
every time.
Repeat the following sequence sixteen times after the above code.

Follow the Mouse


This is the way you make the 3D object follow the mouse. The addition of a
repeat block makes it much simpler.

1. Making the costumes


2. Adding the following script:
Repeat the following sequence seventeen times after the above code.

The following technique is an alternative for the above and is much easier:

Even though this is simpler, but it does not produce pleasing results, so you
must make a trade-off between complexity and convenience.
Similar Examples

simple 3D engine
3D Man
3D train
5.2 Animating a Sprite
It is a process in which a sprite keeps changing its costumes again and again
to create an animation. Animation scripts depend upon the speed and
number of costumes; that’s why different kinds of scripts can be made.

Creation of an Animating Sprite


The script above shows the easiest way to animate a sprite; for this, you just
have to use the ‘switch
costume to () and wait () seconds’ blocks recurrently. The previous script is,
however, redundant and lengthy, so you can use the following alternative
method involving iteration:

The same effect is created by this script, but it saves space, which is very
useful if several costumes are displayed.
Another way to animate a sprite is by making use of operator blocks. This
technique provides better control of the animation.

Until a specific costume is attained, this script keeps animating the sprite,
allowing the sprite to perform many actions, e.g., move, converse, stop, and
move again.
Delay in Animation
Every now and then, the animation formed is faster than anticipated
because costumes might change rapidly. To slow them down, the ‘Wait ()
Seconds’ block is added into the script of animation. The wait time is
altered as per the frame rate, such as smaller wait times for more frames.
The following script is an example of an inefficient script that causes a
delay in animation:

The following script is an example of an efficient script, but it still causes a


delay in animation:
Set the number in the ‘Repeat ()’ block relative to the number of costumes
you want to use or change, without counting the first costume that was
before this block.
You may have to change the animation-delay in certain animations when
the animation is running. It is simple with the lengthy script; you just have
to accurately adjust the multiple delay blocks.

The second delay block is used numerous times in the concise script and
will, thus, have to adjust according to the use.
When the animation-delay is changed constantly by the same number, it is
possible to insert a variable in the delay block and modify it constantly in
the Repeat () block:

A list may be used if the delay of the animation changes unpredictably; the
list's items will give the delay in the animation:

5.3 Chats

Two or more than two sprites can chat with


each other in Scratch, making a conversation in speech bubbles. There are
many scripting techniques involved with this, each peculiar to another. For
conversation, they primarily use the 'say ()' block or its timed alternative.
Methods
In this whole example, suppose the two sprites chatting are “Gobo” and
“Scratch Cat”.
1) Broadcasting Method
This method may not be the most effective way for making the sprites chat
through several messages but using broadcasts and not using any lists or
variables, brief chats can be made without difficulty. The script for Scratch
Cat is as follows:

For the Gobo sprite, use the following script:

To communicate a message, both sprites repeatedly broadcast to each other.


That's why several broadcasts are required as the chat becomes lengthy, and
the scripts may become disorganized.
2) Broadcasting with Wait Method
This technique is a little more effective since, in the first sprite, just one
script is required for talking. The script for Scratch Cat is as follows:

For the Gobo sprite, use the following script:


3) Method of Variables
In order to cause the other sprite to chat, this method uses a variable. It
adjusts a variable to "1" after one sprite finishes talking, in that the other
sprite identifies
and then starts speaking. The script for Scratch Cat is as follows:

For the Gobo sprite, use the following script:

The script will continue to loop repeatedly. After a nice chat, the script can
get quite long, but it does not use several broadcasts. This method is mostly
suited for disordered chats, which has multiple sprites that do not speak to
each other in an ordered manner.
Method of Lists
This method utilizes a similar amount of scripting, however lengthy the
chat is. It is a perfect way of reducing long scripts and the file size of a
project. Two scripts are used in this method of both sprite’s messages. The
first sprite states a message and stimulates the second sprite to chat, and
then the loop begins, with a variable being altered to indicate the next
message from the lists after both have properly communicated. The lists are
used to merely store the content within it, which each sprite speaks, and it is
organized. The script for Scratch Cat is as follows:

For the Gobo sprite, use the following script:

5.4 Lip Syncing


It is the movement of a character's mouth to mimic audio speech or
dialogue. You can use them in animation projects. The creator of the project
can also do Lip-syncing, but Scratchers in the Requests forum and
Collaboration forum may also help you or collaborate with you willingly.
Accurate and faultless lip sync is very difficult to replicate as the shapes of
mouth have to be recorded for it. Many animators use a trick in which they
make a sprite with several costumes with dissimilar mouth shapes and then
use the ‘wait () seconds’ block between costume changes. To minimize the
mess of various blocks, a list may also be used, including the amount of
time to wait before changing the next
costume.
Syncing with Microphone of Viewer
Scratch can also animate the mouth according to the volume input of a
microphone of the viewer of that project. Constant measurement of 0-100 is
taken by the loudness block; it represents the volume of the sound source. If
the loudness level is greater, it is possible to turn to a costume with a greater
open mouth. The following custom block shows the animation of a mouth,
created according to the volume input:

Method of Lip Syncing


With this basic script, the usual method of lip-syncing is
to add several costumes, each costume with one letter, and then create their
loop:
This is typically referred to as true lip-sync and normally requires time. Lip
synchronization may also be achieved with different costumes, often with
individual costumes for every phonetic. Then to display multiple costumes
conforming to the letters you want it to lip-sync with, you can use a custom
block. For instance, you can use a script similar to following for lip-
syncing.

In general, these are termed as Lip Sync Engines.


Importance
To certain animators, lip sync is relatively essential. It gives talking a
realistic look and adds detail to animations. It helps a character to express
its emotions through various mouth actions plus the voice and motion.

5.5 Walk Cycles


It is an animation in which a character is walking. To make it look like the
character is really moving, occasionally, the background is also scrolled in a
loop. The most popular approach is to provide a series of costumes in which
the sprite changes to the next one quickly and continuously. It changes back
to the very first costume when it reaches the end. That’s why the last
costume should guide the first costume to keep the walking loop consistent.
A series of costumes or frames are used in a manner to mimic the walking
action or other transportation methods, to make a walk cycle. They can vary
from easy loops to detailed 100-frame cycles.
Uses
Usually, the Walk cycles are used for the following:

As stand-alone projects
Racing games
The movement of the character
War/battle games
Animated art
If used with blocks like Glide or other Motion Blocks, they are incredibly
helpful for creating motion look more natural.
Making it Walk
A sprite is added, and the character's walking costumes are designed. Then
the script to create is as follows:
5.6 Animated GIF
A GIF, an acronym for a graphical interchange format,is an uncompressed
format of image files that animates itself and assist the animated images as
well as static images. There seems to be no limit to the number of frames in
a GIF, but the longer it is, the heavier it is, and often has a little more lag.
Animated GIFs are the files that can be displayed in a series, creating an
animation of several frames. People use Animated GIFs as signatures and
profile or display pictures. Unlike many other image forms, animated GIFs
are quite in demand on the Internet, attributed to the reason that they are
animated. Nevertheless, they are occasionally denounced for excessive
usage, lag, and irritation, particularly shiny ones. In your projects, it is
typically advised to preload the GIFs or employ GIFs that move slowly and
have less frames. It is preferred to compress the large GIFs.
Animated GIF Import
Importing an animated GIF requires the following steps:

First of all, download the animated GIF.


Press the import button on the costumes for the sprite and choose
the file.
For each frame of the animation, the Costumes Window will
generate a new costume (This can require a little more time for
the large GIF files).
Compressed GIFs are not considered by Scratch because every other frame
displays only pixels modified from the last frame, creating randomly
smeared frames. For instance, if you upload a compressed GIF of a sprite
that is walking, only the first frame will be full. All the other frames will
just display the walking sprite since the thing moving or changing is the
walking sprite only. Ensure that each frame includes a solid background to
avoid this. You can also correct this with the use of the following script:

Method to Animate the GIF


To best suit, your project always considers changing the scripts given in this
example as needed. The method of scripting an animation is as follows:

The following script is a way to animate the GIF file


conveniently in Scratch.

You can just simply remove the ‘fps’ (abbreviation of frames per
second) variable for any random number. A greater value would
enhance the speed, and an error will be produced by the value '0.'
Because of the lag while scratch executes the block "next
costume," the overall frames per second would always be a little
less than the variable. 24 fps is a standard frame rate for films.
Costumes for Animated GIFs
As Scratch can transform animated GIFs into costumes, some individuals
would like to be capable of transforming costumes into animated GIFs.
Since individuals will be able to transfer their Scratch animation to some
other application, it would be quite beneficial. That's not really a Scratch
feature yet, but
there are online and external resources that facilitate this feature, so it
allows the costumes to be exported. It might be time taking.

5.7 Multiple Animator Project


It is commonly referred to as MAP. It is a joint project of several Scratchers
in which everyone adds their short animation in the project. Generally,
MAPs are the music or sound clips that are cut into short sections.
However, there is no background sound in certain MAPs. It is the
responsibility of each team participant to animate their allocated portion.
When all the scratchers have accomplished their portions, these portions are
incorporated into one project by the developer of the actual MAP.
Types of MAPs
MAPs are of several types; some of them are as follows:

1. Palette MAP
Users of this type of MAP use those colors only, which have already been
selected by the map’s host. In Scratch, usually, the users are permitted to
use little color variations as instructed by the host, i.e., they are only
permitted to use the shades of colors present inside the color palette. A
theme, tone, or given emotion or even mood is frequently supported by this
type of MAP.

2. Line-art MAP
Rather than drawing in the portions where the color is normally set,
individuals using this type of MAP draw the line-art only for animation.
This type of MAPs may contain a palette too, but it is very rare.

3. Fandom MAP
Individuals using this type of MAP utilize fandom in the animation, e.g.,
personalities from a famous video game, book, television show, or film, for
instance, Warriors, Gravity Falls, Doctor Who, etc.

4. OC MAP
Individuals using this type of MAP are only permitted to make use of
Original Characters (OCs). According to the host’s rules created for the
MAP, this type of MAP either allows or doesn’t allows the fandom Original
Characters.
5. Scripted MAP
Individuals using this type of MAP can only animate scenes that have been
‘scripted’ for them or asked of them by the MAP host.

6. PMV MAP
PMV is the abbreviation of ‘Picture Music Video’. Individuals using this
type of MAP does not animate; they rather draw pictures of the scenes.
Some parts of the pictures might be animated that move steadily and
contain little animation parts, for example, the lights flickering in the back.

7. Vent MAP
Individuals using this type of MAP pour out their intense emotions in part
assigned to them.

8. Spoof MAP
A song or audio is made fun of by the individuals using this type of MAP.

9. Sketch MAP
Rather than coloring and/or lining their parts, individual using this type of
MAP only draws the sketch.

10. Silhouette MAP


Rather than sketching the whole character for their parts, individual using
this type of MAP only draws the
silhouettes.

11. 24 Hour MAP


Individuals using this type of MAP are given just 24 hours in order to finish
their part. MAPs of 36 and 48 hours also exist and have similar rules, just
changed time durations.
Creation of a MAP
Hosting a MAP is pretty easy, even though it takes quite some time to
complete it. There are several methods to host a MAP. However, the most
popular way of creating a MAP is as follows:
Music/Audio
Firstly, the host has to select audio or music which the participants will like
to animate. This audio can be whatever, from their favorite music to a
movie scene they've been watching. Nevertheless, the music must comply
with the Community Guidelines and should not include any terms that are
unacceptable for Scratch. Many MAPs last between 40 seconds and 4
minutes. The larger the file is, the more chances are there of their going
above the data limit for the final project.
Cutting an Audio in a MAP

1. The host has to select the audio file and then upload it on the
scratch. The best method to get your audio is to search it
on YouTube. The music must comply with the Community
Guidelines and should not include any terms that are unacceptable
for Scratch. The host may go to an mp3 converter after getting the
audio from scratch.
2. The host then has to import the file either on the sprite or backdrop
after moving to the scratch editor.
3. •Optional part • The host can make a copy of the
audio to get two duplicates. The final results of the scratch editor may
not always be smooth; that’s why to get a smooth form of the audio
for your project, you should not change one of the audios.

4. The host now has to pick the portion of the audio that he wants and
click on 'Copy to New'. After that, click on 'delete'.
5. Must repeat the till audio is divided into a suitable
number of portions.
Projects Signup
The MAP host usually creates a forum post or project with each cut up
portions, data related to the MAP, and all the guidelines. The host mostly
makes a similar script to the following script for playing the portions and
showing which portion is being executed:
The host mostly adds a code word in his uploaded project to display
whether an individual has gone through the sprite limit, all of the rules, and
lyrics of the track.
Final Project Creation
When an animator has completed his task, the host backpacks and adds the
sprites used by the animator to some other project. The host posts the
project when all sections of the project are done and so that everyone can
view the full MAP.
Chapter 6 Game Design Tutorials
This section involves tutorials relevant to game creation or game-related
things.

6.1 Clicker Game


These games are also called idle or clicking games, which are video games
in which the player performs easy acts constantly to earn money, for
example, clicking or tapping on the screen. This is used to buy products or
skills that improve the speed with which the money expands.
Creation Instructions
a) Clickables
Initially, you could use a clickable for your project. To simply create it, first
choose a costume and then write the script given below:

The above script has a little defect. If you were to increase the clicking
power for an upgrade or to construct a building, the earlier script would not
run. The script given here will run in that situation.

b) Buildings
Before constructing the buildings, you have to make a decision. You could
either show the buildings beside the clickable, or you could show them after
you use a button.
Button Section
You must make two costumes first, one of these for entering a store or shop
and the other for leaving it.

The button of the shop will work now.

Creating Buildings
First, generate a sprite for the building, variables for cost, and the number
of buildings you own.
To the buildings, add these scripts.

6.2 Pong Game


It is a game where a ball is hit with a paddle towards a wall and is bounced
off it to go back to the paddle. The paddle is present parallel to the wall and
on a single movement axis. It must seize the ball when it comes back to
prevent the end of the game. The ball keeps bouncing until the game ends.
In the 1970s, this game was initially out as an arcade game, but it was
reproduced on the Scratch website by its users.
Creation Instructions
1) Backdrop
Select a suitable backdrop first. Neon Tunnel and The Wall 1 are decent
backdrop selections. Ensure that there is not any bright red in the backdrop
since it can later affect the created scripts. Next, draw an area at the bottom
of the backdrop that should not be touched
by the ball, with a red line. The red shade of the created line should be
different than any shade of red in the sprite or backdrop being used.
2) Paddle Formation
Draw a horizontal line as a sprite to make a paddle and then let it track the
mouse pointer with the script below:

Ball Formation
Draw a small circle as a sprite to make a ball and then make it bounce,
move, and end the game if it does not touch the paddle, with the help of the
script below:
6.3 Two-Player Racing Game
A racing game played by one player vs. another player is a project which
allows you to participate in racing with your friends.
Sprite 1
Make a new sprite and switch its costume to a car; it is available in the
Sprites library. Then put in an ‘if <>
then’ block, ‘Point in Direction’ block, ‘Move () Steps’ block in the given
sequence, like the given script:

Keep doing this with all the arrows, i.e., down arrow, left arrow, and more.
Next, put these scripts in the ‘forever’ block, and put a ‘when green flag
clicked’ block at the top. It will look like the following script:
Sprite 2
To make the second sprite, again take a car costume from the library of
sprites. Repeat the steps taken for sprite one; just change the arrow keys
with the letter keys, e.g., W (up), S (down), D (right), and A (left). It will
look like the following script:
Backdrop
Next, you should paint a backdrop first in the Paint Editor, and remember to
draw a finishing line (black and white); it is necessary to end the game.
Sprites
Once the backdrop is made, add the code below to both
sprites:
Instructions
Up, down, left, and right keys can be used to move the Sprite 1, and W, A,
S, and D keys can be used to move the Sprite 2.

6.4 Life Simulator Tutorial


It demonstrates the making of easy life simulation in Scratch. It is a game
that allows a player to either struggle to stay alive or lives calmly. Its
examples include Tomodachi Life, Animal Crossing, and The Sims
Franchise.
Backdrop
Create a backdrop first. The example is of a green field, but you can draw
anything.

Buildings and Sprites


Next, create two sprites, one of a house and another of a person; examples
are given below.

Variables
These are an important part of the game. Create a first variable called
‘Money’, and then assemble a script, which will make the money of player
zero at the beginning of the game, like the one given below:
Your game character is taking food from a shop, so create a sprite of the
shop and place it in the script.

The given script is very easy and keeps your character from falling into
debt.
Shops
It is one of the variables. You can create your shop sprite like this:

The ‘Item 1’ box in the above sprite shows an isolated sprite; you can place
a picture or sprite of food in the empty white box and create a script for the
player to get food when it is clicked. Following scripts are used to show or
hide the shop sprite:
You must use the previous script for the above variables.
You can make different types of shops, such as general stores, grocery
stores, etc. if you want to make it advanced and are ready to put effort. Your
player must buy the food from the shops to survive in the life simulation.
Social Actions and Non-Player Characters
Non-Player Characters (or NPCs) are added to the life simulation game to
make it fun. You can chat with NCPs
or interact with them. They shall treat the player according to their
behavior. They can be player’s relatives or families such as parents,
children, or siblings, or you can find them in the shops. If you find games
with NPCs difficult, you can fulfill the social need of character by simply
adding a program that it talks on the telephone when T (or any other key) is
pressed. This will increase the player’s Social points. You can add both
programs to your game to make it interesting.
Salaries
Several life simulation games make the player earn their salaries to make
them able to buy various items. For that, the player needs to pick a career
first and must go to work and bring a salary home. This is the way to earn
salaries. The fixed amount of salaries can be given daily or monthly on a
fixed date. So, you will need to add a date system too. You can add several
jobs in the game.
Home
In life simulation games, the character needs to have a home to live in. The
character can buy the furniture and decorations for its home with the money
earned from the jobs. More houses can be bought to make a community and
a city, consequently. But it can keep getting
complicated and might bothersome to maintain. So, you can pay more
attention to other life-related topics rather than forming communities. It will
be a smart decision to just work on the basic needs of the character within
the house, as it will take less energy and time.
Hunger
It is a realistic feature that is essential for the life simulation project. The
character can get rid of hunger by purchasing the food from the shop and
eating it. To make the character hungry again, introduce different activities
like the workout, cooking, walking, cleaning, etc. A hunger variable can be
created for it, with 10 being the highest value for the satiety of player and 0
for extreme hunger and drained energy. The player can be made hungry by
using this script:

6.5 Platformer
It is also called a ‘platform game’. It is a famous video game category in
which the character jumps over the obstacles or to and from the suspended
platforms. Mostly the game characters are given realistic actions like
walking, rolling, and jumping, etc. Platform game

usually contains themes, for instance, a famous platform game called "Don't
Look Back" makes the player move forward only, and it cannot look back.
Various Scratcher finds it difficult to create an accurate platform game
because of the complexity of calculations and trigonometry involved in
programming.
Elements of Platformers
1) Colors
Various platform games let the player interact with several colored areas
because they are created in that way. The red color is used mostly to show
volcanic emission of lava, but it should be prevented. Colors sensing can be
used in Scratch to affect the player size or motion; for instance, when
touching a specified color, the player gets an extra bounce or get shrunk by
touching another. The ground or Platforms on which the character stands or
jumps are naturally given land colors, like brown, green, or black. In
addition, other common colors can be added, such as water is represented
by blue.
2) Control
To make the character move in a platform game, keys are assigned for all
the directions of motion. The most common keys used are the arrow keys
( ↓ for down, ↑ for up, ← for left, and → for right) or the WASD keys
(W for up, S for down, D for right, and A for left). After the release
of Scratch version 3.0, Scratch is now available on mobile devices as well.
Though a keyboard is not used on mobile devices when looking at the
projects. For that purpose, many Scratchers have made mobile-friendly
platform games that let you just touch the mobile screen to move the sprite.
3) Wall Jumping
Jumping over the walls or climbing up the walls is a well-known feature
used in various platform games, for instance, static platformers, scrolling
platformers, and pen platformers. Although a lot of Scratchers use this as a
fun feature for their project, there are also some Scratchers who exclude
because it makes the game impractical, particularly when a realistic
platform game is to be made.
Scrolling Platformers
For the smooth scrolling in Platform games, a transition between different
locations is created to make it seem the player is being followed by the
camera. It suggests that the map should move to make space for the next
coming terrain. It explains that the sprite or character is present in a fixed
place on the screen. It can be helpful as it will let the creator elevate the size
of the level and form it further realistic, to give the player a pleasant time.
Nevertheless, such kind of platform games needs extra work than the other
non-scrolling platform games.
Static Platformers
Some levels of a platform game or the whole game may be made non-
scrolling. The next scene comes if you have reached your target or by
touching the corner of your screen. Such games are simpler for coding
because they do not require extra code for scrolling.
Pen Platformers
Platform games may be formed with a pen as well. Pen blocks are used to
code every platform of the game or some of them. Pen platform games may
be static or scrolling. Coding a Pen Platformer is hardest as compared to
simple static or non-scrolling platformers; since the codes used are very
complex, even the creator doesn’t actually draw the sprites of platforms but
code them in a way that they draw their platforms by themselves by making
use of pen blocks.
Platformer Sprite Formation
The sprite in a platformer is a character that the player controls. Based on
the size and angles of the Costumes of the sprite, its looks may influence
the game a little. For instance, if the brim of a character’s hat is caught by
the edge of an overhang, he should not be protected from falling down.
Animation of Sprites with several costume switching is trickier, as the
switched costume may get dragged into the ground and get trapped.
A platformer sprite formation requires an easy script like the following
example: It makes use of two variables only:

1. The horizontal speed of a sprite is represented by a value stored in a


variable of X velocity. Check the option ‘For this sprite only’ in the
dialog box to create a local variable. This implies that the variable is
altered by scripts of that sprite for it is created and does not make a
mess in other sprites’ variable windows unnecessarily. Even you can
use the same name for other sprites’ variables, and it would not
cause any confusion.
2. The intensity of the inclination of the sprite to fall is represented by
a value stored in a variable of Gravity. Its value is set as negative in
the following scenario because to move a sprite down, the value of
its Y position is required to be made smaller. It is also made a local
variable since a game based on reality should have the same
gravitational force for all the characters.

Jumping
The following code is used for jumping:

Levels Formation
To detect the end of a level or to make a character return to the first level,
colors are used in a platform game. It is explained in the tutorial below:

The sprite used as a character for the game is termed as ‘Player’.


Black colored platforms, walls, or ground does not allow the
character to pass through.
The red color will send the character back to the start if they touch
it.
Yellow color will send the character to the next level.
Each level has a different background, so they are not used as
sprites but levels.
The game is a non-scrolling type.

Draw the shapes, as shown above; there’s no need to make them


symmetrical; they just need to have peculiar and irregular structures. The
different colored and curved platforms can be used to create varied,
multiple levels. You can see such shapes below:

Once you are done making all the levels, add a script in the ‘Player’ sprite
like the one given below:
It is possible to combine the scripts inside the 'forever' loop with the script
previously mentioned. Combining the scripts decreases the set of conditions
being tested simultaneously can potentially make the project more coherent
and organized, ensuring that each movement is made by the "Player" and
then tests for its conditions rather than the conditions that might be tested
during the movement of the sprite.
A condition is an assumption that is tested for a false/true answer. In the
above example, when the
sprite detects if it touches a color, it tests for a condition.
Then apply the script below to any of the sprites:

Finally, in the "Player" sprite, add this script:

Win Background Formation


At the end of the game, a winning background appears, saying, "You Win!"
or it can be something else. You can add this background in the backdrops
or sprite as the last costume. You can add a simple text on a white
background like the one given below or make it artistic.

A little artistic background:

6.6 Scrolling game (Scroller)


It is a game in which the background is scrolled to show that the player is
proceeding himself. In the following tutorial, scrolling only in the x plane is
given, but you can get the idea for scrolling in the y plane as well. The final
outcome of this demo is an easy project in which the player steps away
from the object if it hits the player.
Preparation
a) Sprites
Four sprites are created for this project:

Background: This sprite is the background which will be


scrolled.
Player: This sprite is controlled by the operator.
Object: This sprite will interact with the player.
Hitbox: This is an invisible sprite that will detect
the collision of the player.
b) Costumes

You can draw whatever you like, for objects and players.
The shape of the hitbox has to be rectangular or anything that fills
the area so it can touch a player.
The whole screen must be filled with the background and should
link well, so the background transitioning becomes smooth.
c) Variables

This variable is used for every sprite and regulates the


virtual position of sprites in the X plane.

This variable is used for Object sprite only and regulates


the virtual position of Object in X plane.
Programming
a) Setup
The script used for the Hitbox sprite is as follows:

This script will hide the hitbox sprite, but every other sprite can detect it
when touched. The hitbox moves to cover the Player properly.
The script used for the Player sprite is as follows:

The positions will be reset with this script. The script used for the
Background sprite is as follows:
This script will push the background to the middle and place it behind all
other sprites.
The script used for the Object sprite is as follows:

b) Basic Movement
The virtual X will be changed to move the backgrounds. Increase the script
of the Player sprite like this:

Movement of Background
Increase the script of the Background sprite like this:
This will move the background to show the movement of the player. Put
this script in it too:

This will insert a copy of the shifted background to the right (one Stage
width), so the illusion continues.
Movement of Object
Increase the script of the Object sprite like this:

It will let it appear in the right place with respect to the player. That is what
you require to make a scrolling game. You can add extra objects with
different behaviors, according to your choice.

6.7 Role-Playing Game


It is also abbreviated as RP or RPG in Scratch. You can play them in the
Collaborations forum, studio, and project. These were played in the old
Games Forums, which were only text-based earlier.
The rules and format of this game in Scratch is not like actual RPGs, so this
game should be called a storytelling game. RPGs contain events where the
user manipulates all the characters and let them communicate with others in
a simulated world. Posts show short clips of a storyline, for example:

RPGs in Projects
If RPGs are made in projects, that project is developed and submitted by the
Scratcher that owns it. Typically, the project provides details regarding the
RPG as well as its characters. Other Scratchers comment on the uploaded
RPG project, much like comments on a forum post. Projects’ comments can
be used by RPGs as sources of character details or other material.
RPGs in Studios
Many Scratchers favor studios over projects to create RGPs. As you can
form several projects associated with the RPG in the studio rather than just
one. Since the studio itself can never contain a project on it, the RPG
information is put in the notes of the studio. People can play RPG by
putting comments in the studio notes similar to projects. Some examples
are:

Warriors of the Forest


Anthros Unite is an example of an RPG; it was the most famous
RPG with more than 600,000 pages and comments with related
projects on 100 pages. It is not active anymore.
Jigglers Role Playing Game
RPGs in the Text-Based Games Forums
Limited comments can be made under the Projects in Scratch and studios,
whereas the forum posts in Text-Based Games Forums do not have such
limitations. But forum posts use formatting (BBCode) to simply quote the
posts of others. Flag RPG was among the most famous RPGs in the TBG
forum and became a topic with maximum posts on the Scratch website. But
it was mysteriously deleted; that’s why it does not have that title anymore.
RPGs were so popular on TBG forums that they had to divide it further into
two forums on February 1, 2011, with only one whole forum dedicated to
RPGs. Nevertheless, the TBG forums were shut down forever on March 1,
2013.
Basic Rules in RPGs
Some of the basic rules followed by most RPGs are as follows:

There should not be any god-like powers and should not go beyond
the rules of RPG.
There must be no Super flawed characters
There shall be no power playing that means
regulating the other characters.

No flawless characters meaning characters are flawless in every


way. Such as "Gary Stus" or "Mary
Sues"
RPG Accounts
RPG users can choose to build a different account with the username of the
character they're playing. (For example, the BenFarmer account can be
created by a player playing Ben Farmer.) Users can post projects created on
these accounts to seem like they are developed by the character they play
even while posting/commenting in their RPG. They would probably have
an image as the profile picture of their character. These are mostly not used
as primary accounts, although certain individuals are very interested in
them. However, these accounts are frequently either removed or abandoned
by the time that the RPG is finished.
Role-Playing Game Tutorial
RPGs typically have a single or several playable characters who are led on a
journey through a world full of enemies. They are generally played from a
top-down point of view. How to make a top-down RPG will be shown in
this tutorial.
Movement
One of the most fundamental scripts in an RPG is motion. With the arrow
keys, this script will govern the player and
end when the player reaches a black wall.
1) Basic Movement
The basic/fundamental method that can be used is shown here.

Good timing can allow someone to "clip" into the wall by using this
detection method and walk around easily by clicking the arrow opposite to
the direction they like to go. Also, a new way wherein the background shifts
when the sprite hits the end and translocate the sprite to the other end is the
only way to get to places outside the view of the screen using this process.
Scrolling Movement
This is a more complex movement approach in which the player remains
centered, but the background changes, giving the player an impression of
moving. Infamous RPGs (e.g., Pokémon), it is more usually observed but
can be harder to develop.
Some sprites and parameters are required in order to make floating
movements:

Background sprite (one theme for each complete screen of


background)
Established the backdrop to the color that stops movement
Character sprite
ScrollX variable
The private name for the background character: CloneID

6.8 Maze
Mazes, as they seem to be generally easy to program, are a popular form of
game type projects. A common method of maze construction includes
barriers in which the user-controlled specific sprite will be sent to the start
of that stage of gameplay if it encounters another sprite. Some variations do
not let the user go through the walls, such as scrollers. There are several
backgrounds for other maze games that simulate a sense of various stages,
rooms, or locations. Many puzzle games have multiple levels with various
themes. By using the mouse pointer, certain maze games have the player
controlling the main sprite.
1) STM Maze Games
The simplest maze games are STM (Short Term Memory) maze games that
do not require pressing the green flag but rather use conditional statements
to push the sprite. After hitting barriers, several STM maze games often
trigger the managed sprite to go back to a specified point on the stage and
shift to the next level until the objective has been achieved. This maze game
has basic programming that moves the sprite by using conditional
statements.
2) Classic Maze Games
Classic puzzle games typically look like paper mazes. The sprite is not sent
back to the start by some classic maze games, but they only prevent access
that the sprite cannot go beyond. On a sheet of paper, this maze game has
basic programming and a look that matches that.
3) Complex Maze Games
Complex mazelike games have scripts that can be mammoth in scale.
Different "rooms" or screens have complicated maze games that simulate
traveling around a large universe. Most complicated maze games have walls
that cannot be crossed by the player, and there are numerous backgrounds
that mimic rooms and levels.
Maze Game Tutorial
Simply select Sprite; let us say we have picked "Gobo" first of all. Next,
pick a backdrop or paint a background of your own, but it should appear
like a maze.
For example:

For new scratch users, the maze lines should be Red, and the little circle
should be of Yellow color.
Then, create the subsequent scripts:
And follow these scripts:

Ensure that the player can run through the Maze without touching the outer
Maze line of Red color.

If the player wants to play more, then put a broadcast message as shown
below:

The creator should make sure that there are a similar number of mazes on
the menu as there are levels in the game. And put the Blue dot in the last
level to show that game ends here.

Now write the following codes:


Then create these scripts on the backdrop:

And then write a “You Win!” logo on the backdrop.

And then write the following code:


And when the game ends, you will see “You win!” written on the screen.

6.9 Jigsaw Puzzle Game


A puzzle game is a style of game that is found on Scratch. This genre
focuses on integrating game mechanics while pushing the player to engage
with them to achieve an objective in imaginative and mysterious ways. A
jigsaw puzzle is a form of puzzle in which one integrates pieces to create an
image. Jigsaws usually range from just four bits to hundreds of pieces.
Build the pieces first. Any painting editor can be used to create them.
Then, on each of the puzzle pieces, put these scripts:

Lastly, allow it to be pulled. Just click the blue color "I" close to the
thumbnail of the sprite, then enable it to be dragged on the player.

6.10 Story Projects


Any project in which a story s being told is known as the Story Project.
These projects range from fun stories, where the scratchers create their own
story, to animated talk shows, where animated creatures talk to each other.
They are uncommon as they habitually belong to the category of
animations.
Most of the story projects, particularly those which are non-interactive and
fixed, are works of fiction, stories that use personalities and situations from
a work of fiction but are produced by fans, not the scratcher or creator.
Interactive Stories
There are projects where a developer is provided with a selection of
alternatives. The story will advance when they pick one. This gives the
person the freedom to "create their favorite story." The "Choose Your
Adventure" programs are also called active projects. These projects
generally take rather more time than
other story projects since it is important to create an interaction tree and
program every potential outcome. These blocks are widely used to do that:

Often, an interactive story can allow users to comment on ideas for the next
thing to happen. They are also regarded as 'projects of collaborative stories.'
Talk Shows
In these programs, using texts or programmed speech bubbles with the Says
block, two or maybe more sprites speak to each other. These story projects
are prevalent because they are simple to design for a new Scratcher.

In these works, a very popular block used is the block. It


can be used to let every character know when 'talk' is their turn.
Books/Short Stories
These are projects in which the developer types his own story / short story
for reading by other users. They might belong, or they might be super short.
They may have sound effects or songs, but they really do not need them.
The story is normally typed in the background(s) or sprite(s). A typical
script used with arrow keys to switch pages is:
Making Story Animations
Creating a story animation is a job that involves animating a story and
involves the paint editor to be experienced.
1) Obtaining an Idea or Storyline
Getting an idea is the first step in creating an animation of a story. When
needed, they may be in chronological order. In the present or the past, or
entirely fictional, a story is either of these.
Inspiration for drawing is always the hardest part of the project. Many
animators spend lots of time worrying about the "right" concept needed for
an animation to be made. However, using something simpler is also more
satisfying for the beginner. It might take a long time to get the "right"
concept, and it would be easier to pick one basic theme and stick with it.
It can be a difficult challenge to brainstorm. Inspiration from many other
sources is generally helpful in letting the imagination flow. Another
potential way is to watch cartoons or read comics. A good way to start is to
create a character than a story around the character. The characters need
never be "perfect." The character is expected to make errors or be the
villain.
2) Story
It is a lot easier to create a story around a character. Think about how
characters would react to different circumstances. The plot is much less
important than the little stuff in story animations. Create open-ended
storylines. Cartoons have the freedom to end a plot abruptly with a twist, in
comparison to novels, where plots should have a straightforward beginning,
middle, and end. For instance, by providing an account of different attempts
and how they failed, an entire cartoon about a character attempting to milk
a cow, some people assume that this makes a wonderful material to produce
humor or gags on slapstick. Repetition is another useful method, but since
the audience can get bored after a while, it should not be overused. To
produce a funny story animation, it is extremely necessary to be ridiculous
(within reason) and totally unexpected. Think about every aspect and ask
whether something that might be funnier can be replaced with something.
Consider how odd it might be when talking about a spacecraft, maybe by
incorporating some information that will confuse the viewer, such as an
unusual bumper poster (e.g., 'How's
my driving?').
Drawing
For some people, drawing is difficult, particularly on a computer. Here are
some tips for drawing to follow:

Outline the needed parts in the sketch


Start with drawing, either traditional or digital
Draw final in pen ink, either redrawn or traced.
Draw the final sketch on the computer in the paint editor or make
use of a sketching tablet.
When sketching on the computer, try to make simpler the final
drawing by removing unnecessary features.
Color it by using shading and more styles of drawing.
Animating
It is a bit difficult to reach an animation, taking a certain degree of
persistence to complete it. Moving frames (a sequence of multiple pictures
combined, with slight adjustments in-between) are based on animation.
Some steps to follow:
1. Draw the object or character.
2. Push the character about 5 frames. This is known as a keyframe.
3. Make small advances in between keyframes to create the animation
seem smooth.
Tips

The animation will be slower when there are more frames in it.
And the animation will be faster when there are less frames in it.

But the speed is totally dependent on the time between frames,


i.e., it should be around 0.03 seconds.

The less frames there are, the higher the movements seem 'choppy'.
Choppy shows the motions would appear to miss the animation. For
example, it would be good if a stick figure is flickering, but if the
figure is waving its arm, then the arm would appear to move very
rapidly and then stop.
Try to have a smooth movement of the objects. This indicates that
the animation, like it was just put together, needs to look seamless,
not robotic, and choppy.
Animation
Begin by creating your character. Copy the drawing then. If a stick figure is
a central character, create their lines of arms and legs, then reshape the way
other frames ought to be. It is also possible to make various shapes for the
hands and portions of the arms and legs and shift them around in
multiple frames.
Frame-By-Frame
It's all about using this long part of creating animation for any story. For
minor changes, the character must be reused, and while this can be time-
consuming, it is vital to the animation. Just note that it will take a while for
this portion, and everyone who animates needs to be patient. It might be
better to shape a group and animate sections of the story animation with
different scratchers. On the aspect of the story animation that they really are
best at, Scratchers will work. For instance, if the story animation asks for a
walking period, if that Scratcher expertise in that area, have a Scratcher
animate the sprite walking.
Uploading
To import it to Scratch, take the animations of the collaborators and bring
them under one project, offer the collaborators credit, and post it.
Have Fun
The most critical aspect of creating story animation is having fun. The
animation of the story mirrors the mood of the animator or authors. Most
audiences want animations of stories that can amuse or 'wow' them. That is
the role of the animator to attract or 'wow' them.
Add a Twist
If a joke is apparent or overused in the cartoon, try to confuse the audience
by introducing something unforeseen. This will catch their attention even
more to the animation.
Aftermath
The animation of the story can be completed at this stage, but it is always
very helpful to get feedback. It is not always very productive to upload the
project into a test account. It may be weeks or perhaps even months before
such a Scratcher sees enough online feedback to go back and make any
adjustments to the story animation.
Chapter 7 Music Projects
A music project is a program where its main role is music. They may
include music files uploaded or music created or captured with the Scratch
software. Music videos, Interactive instruments, and games featuring
striking, hitting, or playing notes in a series to form a song (called as
rhythm games) are famous ones of music projects. Images or recordings of
Scratchers or other musicians performing music are also the other kinds of
music activities. Music theory or tuning requires several substantially less
common forms of the music project. Music projects are not called games
with music in the background. By playing a couple or more of these scripts
simultaneously, chords can be formed.

7.1 Types
1. Interactive Instruments
The Scratch software, which enables the user to select from a range of
instruments, may produce sounds. There are actually 21 different timbres of
the instrument which can be used. Scratchers may, instead, record
themselves with the microphone of the Scratch
program for more realistic sounds.

2. AMV
An AMV is an animation formed around the lyrics and melody of a song
performed in the background, or "Animated Music Video". On Scratch,
they are very prominent and sometimes enter the front page.

3. Recordings
In terms of style and genre, recordings vary: they can be instrumental or
vocal, classical, or pop. Often, they are regarded as covers.

4. Music from Games, Movies, or TV shows


Some projects reconstruct music from sports, films, or television shows.
This process can be carried out by using sound blocks or using an audio or
video. It is not essential to confuse this form of music project with game
projects that generally include playing music in the background.

5. Reverse Music
Some programs, often created for entertainment or humor, play current
songs in reverse. This is achieved by using the Sound Editor. There will be
added "lyrics" in some reverse music programs, referencing "back
masking," another music technique.

6. Self-Composed Music
Some Scratchers create and launch their own music on Scratch. In a
computer program, music may be produced and maybe with a recording.

7. Note Block Projects


Some users like to create music by taking full advantage of their sound
blocks in Scratch. Users can construct scripts using music blocks that play-
in series. Chords can be created by multiple scripts playing together.

8. UTAU Songs
Most of the Scratch users have developed their own UTAU characters and
posted songs featuring them. UTAU is a free and popular singing app
named on the Japanese word meaning "To Sing."
7.2 Music Projects Restriction
On June 8, 2017, it was declared that due to the potential possibility of
copyright infringement and not driving innovation in general, projects
playing only music, not by the artist, would be taken down. Since other
music download websites such as YouTube are restricted in
schools, many people complained about it, though, and that users can
conveniently use the backpack to get the music to use in programs instead
of trying to download it to their computer.

7.3 Composing Music


This tutorial demands knowledge and experience in the music's
fundamentals and notation. For a project, music will need to be created.
However, there is no song to select. This is where this tutorial is very
useful.
Basics
a) Notation

The block can occasionally be


complicated to get used to because the rhythms and notes are written with
numbers, contrasting to sheet music. These figures may be of help
b) Notes

On the keys, the note names are mentioned. Notes written in the two most
common keys are related to the piano (treble clef and bass clef). In an
infinite number of ways, all notes can be recorded. They include the most
popular enharmonic tones. A line that goes from a large red box means that
the notes are from the same chord on the piano. Although the drop-down
keyboard displays only one octave of notes per each block, to have any
note, a number can be placed manually. Simply add or remove 12 to alter
octaves or click on the arrows of the keyboard. On the Scratch's keyboard,

there really are 131 notes, labeled from 0 (C-1, about 8.18 Hz) to 130 (B
9, about 14917.24 Hz). Every note is 1 digit higher than the previous one,
and the frequency ratio always seems to be 12√2 (about 1.06), with A4
representing 440 Hz.

Note Number Frequency


c) Beats
This table displays, in the most popular time signatures,
the beat values for the most popular rhythms, represented in the simplest
manner.
d) Tempo
Tempo/Speed is how quickly the software plays the notes. There's one-
quarter note per second if the speed is 60 beats per 60 seconds and the
measurement unit is four by four (4/4). Similarly, there are 2 notes in a
second if the rate is 120 beats per 60 seconds, and the measurement unit is
the same as before, i.e., 4/4.
e) Scales
There are 4 major scales in music. These are chromatic, pentatonic, major,
and minor.

7.4 Making a Note Block Project


A Note Block Project (NBP) uses MIDI notes to produce user-made music
or recreate somebody else's music. It
(NBP) uses the

"Rest for () Beats block",


"Play Note () for () Beats block", and
"Play Drum () for () Beats block".
Note Blocks
The Note Block plays MIDI notes for a fixed length of time, depending on
the input. They can produce pieces of music when placed together. The
amount of time a beat takes depends mostly on Beats Per Minute that can
be altered to the BPM block by the Set Tempo. Although the values can be
adjusted to anything, a drop-down menu of piano notes (ID 48-72) is shown
to make it easier to use them.

The piano drop-down.


Main Script
First, set the tempo to a decent speed (what is a "decent/good" speed is up
to the author's choice).

Consider that the value may be altered depending on the precise needs of
the project. The "BPM" means that changing it will change the song's
tempo. If the song's tempo is uncertain, you must experiment before you get
the pace you want (which also meets the time signature). Set the volume to
the desired amount afterward. The default is 100 percent, but it can be
modified.

Experiment until a better volume is identified (once more, the definition of


"better" is left to the author) by evaluating note block scripts to see how
they sound. Go on to the next stage after a reasonable volume has been
discovered.

First, build the steps that are desired. Most of the time, one single script will
be used to play all the steps in the album. This script reproduces the entire
project. If a particular measure needs to be reproduced later, the same
broadcast can also be used several times at various points in the album.
Making Measures
This part of the note block project is probably the most enjoyable part of
creating a project, the music within. Select a time signature you like or
interpret the sheet music of the song being decoded. Please ensure all the
beats included add up to the number of beats in a measure when making a
calculation. We'll use 4/4 time for this example, meaning that within a
measure, there are four notes, and the quarter note has one beat. One
indicator of a song is here:

Inside a song, all beats add together up to 4 beats. Though, in this example:

The beats do not correctly add up, stacking up to 18.25


instead. That's going to screw up the song's flow, as the main script will
have to pause for the rest of the song to begin before that's done. Make sure
that the beats amount to the signature of the moment. Remember, any
number of notes can mix, but per measure, only one set of notes can work,
and to add more notes to a project, several scripts receive the same
broadcast.
Note: The multiple rhythms are played at once, and the less often the song
is divided with broadcasts, the longer the project will get off-time over time,
so be careful!
Fixing the Timing
Because of the way the Scratch software works, several note block projects
have a problem with notes being off time. Please ensure that only one loop
is operating in the project at once to ensure that the note block project
works at the maximum accuracy. It can get off-time without even any loops,
but with more than one rhythm running at once, it will begin to slow and
play off-time. Also, the use of turbo speed can help with the problem.

7.5 Pause and Resume Music


This tutorial will illustrate how to create custom blocks for resume/pause
that allow users to stop and restart sounds in a project.
Pausing Sounds
This script trigger sounds to pause:

This works as the pitch effect will delay and accelerate sounds. The
minimum pitch effect block can go is at a value of -360, showing that it is
difficult for pitch effect blocks to completely pause sounds. Therefore, you
need the set volume to 0 blocks. Otherwise, you'd still be willing to listen to
the echo. Although it may be difficult to pause sounds completely this way,
using this approach, you might still get similar.
Resuming Sounds
This script will produce the sounds resume:
This code just restores the impacts of the "pause sound" custom block.
Music
This music is non-compulsory:
Chapter 8 Ways to make your Scratch Project
popular
This is a tutorial on how a user can get more likes and hearts on their
Scratch project, as well as to make the user best known. Always note that
reputation is not an essential part of the Scratch culture and that it is more
important to learn the program, communicate imagination, and assist others.

8.1 Forums Advertising


These mediums are a really nice way to make the projects of a Scratch user
famous. It is projected that Three and a half percent of currently active
users (who published at least one project or reply) posted about 700 forum
posters and have published at least one time on the forums. Although it's
much easy to get acquainted there than on the Scratch site, it's still just a
tiny percentage (%). A Few Scratchers build threads for the forum to
promote their projects since they want to offer it a little publicity boost.
1) Show Up and Tell
One requires a proper title of the subject in order to
start. A title/name that desires a customer to access it and is written entirely
with a cap lock will make it less likely for people to read the subject.
Instead, and not too challenging, make the title important to the project
itself. “Chattery, an advanced Chatbot” is a great illustration of a title. This
title doesn't go too far to say it's the greatest Chatbot ever, but it's not
boring. It is also a great example because it is brief, catches the meaning,
and doesn't take the name too long. The subject of the post comes next.
Project information such as what is it, what you do, and why people can
play it (for example, why is it special from other projects of the same type)
would need to be given. This should be presented, as in the title, in a
humble, interesting style. A nice example would be Have the project
picture. An operator uploads a project screenshot to one of the registered
Scratch Image Hosting sites and then tap the BBCode (image) tabs to place
the picture in your article, or they can find it on My Stuff, then right-click
the image they like, click copy Image button, then paste the URL on a
forum thread, and then make use of the BBCode (image). The post includes
a picture of a thumbnail of the project.
Here is a useful checklist:
Make an exciting title.
Do not be too assertive.
Make it thrilling for people.
Have great content for the project;

Contain a link-up
Use appropriate grammar and spelling.
Put a picture
Give valuable knowledge
What is it?
Why is it distinct from other projects?
Ask for advice on certain points.
Do not forcefully react or get offensive to a negative
response.
2) Signature
Perhaps doing it in one's forum signature is a much more productive form
of marketing a project. If one is a current user of the site, then several
individuals can view it. With the signatures, a certain basic thing applies as
with ads for the forum thread. Getting just text, however, would make it
very boring, and individuals will have less
chances to spend money on it. A perfect way of keeping people involved is
to have a photo commercial. The Scratch Forums have many demand
subjects for custom signatures/adverts. This should involve an illustration
that portrays the project in an entertaining way, and it always helps with a
captivating slogan. In Show and Tell, you may need to integrate this with
the forum topic and give a link to the subject.
Here's a list of what might be of help:

A picture of the project


Can be a screen image, a design
Describes the design in a thrilling way
Contains title
Text
Catchy slogan
Grammar check
A brief idea of the project.
Links attached

8.2 Followers
It helps to have many fans, as they look at the project in
the window the "Scratchers I'm Watching" section of the Projects on the 1st
Front Page. In "Projects Liked by Scratchers I'm Following", Scratchers
might see the project, so it aids to be pursued by the well-known user; even
you have an ordinary number, you shall never plead for followers.
Getting Friends
You shall discover somebody with common interests in order to make
friends. Offering supportive and nice comment is also a great way to make
friends. Instead of simply complementing that a project is "nice," "good," or
"cool," it is recommended to include experienced and complete comments
with input on the project. Don’t be scared to ask questions about how
something has been done by a developer. Many people are glad to support
other scratch developers, and they will typically recognize you. And here is
another list which would help you get a better view of your projects:

Present yourself nicely


Be kind and polite
Grammar check
Don’t present yourself as Mr. "know-everything"
Leave beneficial comments
Explain that you attempted the project
Offer positive criticism
Reveal what was right
If essential, request a question
Scratchers may also follow if you follow them, but such followers will not
be obtained, and some teammates of the team frown on this process.
Note: Never accept to visit them in person, no matter how connected you
feel to somebody on the Scratch website or any website. Also, do not
disclose any personal details such as an address or your identity.
8.3 Projects you have worked on
There are some measures that you can do that will surely help in your
works.
It serves to add relevant tags since, in the search portion, this would allow
the project easier to find.
"Spelling is also critical when you label a project since anyone is more
likely to be looking for the" computer "keyword as compared to "compyutr”
The project's
quality must be great. On the Scratch Wiki, there are loads of tutorials that
could help. You may also find out the 1st projects or the projects of other
people "see inside." It is not recommended that projects be put together
merely to gain attention but to rise above the occasion. Remember, when
the task is the creation of projects, quality is more valued than quantity.
Note that copying someone else's idea and not giving them any credit has
always been against the community guidelines.
It is important to make the project seem good in its cover photo, as it is a
major thing when your project is seen by a scratcher. In the window of
Scratch editor or any alternative image editing or rewriting program, you
can take a picture, or when saving your project, just keep a clear portion of
the game on. People are inclined to see a project with an image of a
sensational launch trailer on it than a work that reads "Game Over" in the
preview because Scratchers frequently play the game before uploading, as
most thumbnails tend to do. If something is drawn or produced by your
project, ensure that it is completely developed before you submit it. Make it
sure that interesting and worth checking project notes and
directions have been used. Putting pointless and meaningless data, e.g., "I
love ponies" would irritate viewers. It will immediately enhance the look of
your project by adding details about your motivation, who supported you,
and its working method. Good and detailed instructions are important.
Some users have noticed that it clears the screen and allows more readers to
read the notes by not using the guidance panel (which eliminates it from the
sight of other developers), thereby bringing more convenience of use to the
project.
It is helpful to give a short tutorial or description and post that on the
forums or the notes if your project uses complicated programming ideas or
mathematical principles. This allows other scratchers to learn, as well.
Inside the project, you can also clarify it by using notes, the yellow
rectangles which can be tapped to connect to blocks. Some curators
consider requests or ideas as well, so it's a perfect way to get attention.
Some curators, however, take offense by asking or getting plans laid out, so
one must be mindful of the curator to whom they propose their idea.
Teasers/Trailers
You can upload a preview or trailer before launching your
project. The project’s demonstration version is a teaser. The trailer is a
promo for it. This helps build anticipation and a little more enthusiasm for
your new project to be published and prompt more constructive feedback.
Teasers and previews usually lead to major projects. If the final project isn't
really much larger than the preview or teaser, people might feel ripped off
or frustrated, resulting in love and ultimate attention being reduced.

8.4 Other things


You can do other things which are explained as follows;
1) Studios
Please ensure that there is a real reason to place the development
project/idea in the design and that it matches with the theme of the studio.
While asking if the proposal can be put in, do not be too violent. Provide
details as to why it should be included. The Scratch Design Studio is a great
example of a studio since the layout would appear from the cover page. But
only a random twenty projects from the workshop are displayed in the
Design Studio lines, so your idea won't show up each time. In that row, if
you want to locate your project, then you can reload your page until it
appears in the row.
As the theme of the Design Studio of Scratch gets older, however, the
project may get viewed less, so several new projects will also be seen.
You may also submit your project to a Submit Everything studio that
accepts all projects and supports the addition of any project, although some
scratchers find them spam.
2) Collaborate
A great way to become well known is to enter a partnership (although the
individual ventures have less luck to become famous). Please notice that the
best businesses are always of the highest quality, so whatever expertise you
have to give must be good enough. Various kinds of collaborations:
A MAP means Project of Multiple Animators, where many Scratchers
operate on a single project of animation. MSPs-A MSP refers to a Project of
Multiple Scratcher; here, multiple scratchers bring their abilities together to
generate a Multiple user Project (singing, animating, playing an
instrument). These were produced in July 2017 by a Scratcher named
4LeafClovR.Collaboration: when 2 Scratchers plan to create a project
(which is a part of the simulation) for one of them and have it
remixed for the other user of Scratcher. Until the partnership is over, the 2
scratchers keep on collaborating.

8.5 Positive Feedback to others


Conclusion
The Scratch site (http:/scratch.mit.edu) has become a lively online platform
since its initial release in May 2007, with individuals expressing,
exchanging, and remixing each other's projects. Scratch has been called the
"interactive media YouTube." Every day, over 1,500 new creations are
uploaded to the web by Scratchers from all over the world, with code freely
accessible for sharing and remixing. The project range of the site is wildly
diverse, all programmed in Scratch, including video games, digital
newsletters, virtual tours, science simulations, birthday cards, virtual tours,
animated dance competitions, and interactive tutorials.
They actually learn mathematical and computational principles as
Scratchers plan and share interactive tasks, as well as how to generate ideas,
think efficiently, and work cooperatively: all critical 21st-century skills.

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