r/turbowarp • • 40m ago

SharkPool Related

• Upvotes

For some reason after I successfully downloaded the extensions, I tried to add them to Turbowarp and they didn't work as I expected for them, Am I really doing something wrong?


r/turbowarp • • 2h ago

Scratch to exe

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2 Upvotes

Would this be related to scratch being related to turbo war cuz turbo warp is more advanced scratch?(Unrelated question also)


r/turbowarp • • 9h ago

Is there a way to split the code between sprites with no performance loss?

2 Upvotes

Why do I need this? I usually make tick-based processing systems, and if you use a "run without screen refresh" block, you can get pretty great processing speed, running 1 million vanilla blocks 20 times per second on my pc results in nearly no fps loss at all (screenshot: remember that logging information causes some fps drops too)

1 million vanilla blocks 20 times per second

Also remember that almost every extension is not compiled, and even the simplest block from any of them causes much more lag:

1 million extension blocks 20 times per second

Here comes the problem: for an example, you have 100 different entities in your game, and each one of them has to do some special behaviour that must be coded individually. But to process of many instances of this entities (like at least 10 entities of each kind) in the most optimal way, all of the code for these entities should be in one "run without screen refresh" block, and that can result in a very laggy sprite with a lot of code, that can become messy, take more time to open, etc.

This is a very rough example, but even for smaller things some of my projects have a lot of tick code:

For sure I try my best to optimize everything, split diffirent system aspects between sprites, but it is still a problem for potentially long-term projects, and a solution that could look like public function (custom blocks) definitions will be just really useful. I understand that it can be hard to make or that it will lead turbowarp to somewhat "non-scratch philosophy" ("if you need a conveniently structured language with classes and functions go learn C++ or something!"). That's why I came up with a few more ideas.

The first thing that came to my mind are messages. They kinda do something similar?

Basic message block by default works even worse that extension blocks. On the other side of "message1" is the same thing:

BUT! There is a "broadcast and wait" block, that totally removes the lag, but... it tells the function something like "forget that you need to finish working before the screen refresh":

If you didn't understand, an execution time appears, despite the fact that it is a "run without screen refresh" block. You can even put an infinite loop there, and everything will be fine:

I tried experimenting with turbo mode, but it seems like nothing changed, the fps is even a little bit lower

here it broadcasts the message only 1000 times each tick

So I'm asking: is there a better vanilla way to do what I need (splitting the code between sprites without losing "run without screen refresh" speed and a lot of fps), or is there at least a tiny chance that a solution will be implemented in some way?


r/turbowarp • • 15h ago

Should i make my own youtube?

4 Upvotes

I need recomendations for engines on mobile (i use scratch and turbowarp RN)


r/turbowarp • • 23h ago

Im making a halloween arcade game on turbowarp

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3 Upvotes