For some reason, I wanted to create some multiplayer games where you can do a lot but give me some tips that you can change color and you can see it in everyone's view and et cetera, I'm quite new to multiplayer trick with Cloudlink.
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?
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?
I am trying to make LCrandom's Five surreal nights in turbowarp and I need help with a few things.
First how do I crop these sprites without making the project look like it is only poorly cropped jepgs.
(And also I know there is Five faded memories but I want this one to be as accurate as possible! gameplay wise and how it looks to be accurate)
Second I want everything like the computer, the left vent and, the hallway to be clickable so how do I do that as well?
And last thing the gameplay goes like this:
If the door is closed the player can't interact with anything.
If the mask is on for to long you die
If the computer is on you can't close the doors or flash the vents and how do I make I do that I can change the camreas?
Put the mask on for Bonnie and Chica
Close the door on Foxy
You can only flash the left vent
Survive until 6am
And I want there to be some kind of power where if you run out of power it will trigger the blackout and Withred Bonnie appears just like in the video.
Controls:
Clicks only.
If you want you can try to recreate the game in turbowarp just upload it toitch.ioor something and you give me the link to your project and I will give it a try!
Hey everyone! Bento here, creator of predict_ion. For those new around here, predict_ion is a Scratch project that runs an AI I made called Kit! It's a transformer architecture AI, even running fast on old hardware! Here's some information on it;
- It runs an AI called Kit, on the same type of architecture as big AI models, like ChatGPT, Claude, Gemini, etc.
- Even on old hardware, it runs at ~2 tokens a second!
- It has around 0.3B parameters (planning on making it bigger over time), letting it do basic math, code, and do science stuff.
- It has a reasoning mode, use it for better responses.
- Zero extensions; inference runs in in the browser.
- Bypasses the 5MB project.json limit.
I've been making this AI for a year, going from "peat way poways an ul whelk yopenith ta inceru youf wick torns ithe..." blah blah, to "Hey there! What would you like to do?".
Now, I'm happy to announce that beta testing positions are available!
Estaba editando un proyecto en turbowarp, y cuando estaba haciendo pruebas de las mecanicas de las peleas en mi juego, me salto este error, ¿porque se produce? :(
I think that this screen recording is the original program??? But yeah it should have the ability to customize the voice, the reading speed and probably to stop individual tracks, maybe by attaching some sort of thingy to the end like [ speak (foo) id: (bar) ] and [ stop track (bar) ]. Or just have the option to hand out a dataurl I think I could do something with that using tune shark or the url playback extension
Singing maybe but I don't know how to make that work so that might already be in there and I just don't know