| This article or section documents something not included in the current version of Scratch (3.0). It is only useful from a historical perspective. |
These are video transcriptions of the Video Tutorials.
Backdrop into Sprite
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[0:00] How can I make part of a backdrop image into a sprite? [0:07] To make the backdrop into a sprite [0:13] Drag a copy of the backdrop into the backpack (you need to be logged in) [0:21] Drag it into the sprite area to make a sprite [0:31] If you want part of the image [0:35] Zoom out [0:38] Select the part you want and press Shift+delete [0:46] This erases everything except the selection [0:50] Continue to erase everything except what you want to keep |
Center of Costume
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[0:00] Each costume has a center that it rotates around [0:04] You can see and change the center by clicking on the "costume center" tool [0:11] To change the center, click where you want the center of your costume [0:18] The costume center will now appear in the middle of the paint editor window [0:22] This can be used to align costumes for an animation or change the center for rotating (demonstrate) |
Change the Cat or Other Characters
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[0:00] How do I edit the Scratch Cat and other sprites from the library? [0:05] Select the character and click "ungroup". [0:15] Now you can edit parts separately. |
Differences between Vector and Bitmap
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[0:00] You can make an image in bitmap or vector mode. [0:03] Bitmap tools are on the left. [0:07] You edit bitmap images pixel by pixel. [0:25] You can erase and fill any area. [0:48] Vector tools are on the right. [0:52] You can make shapes and move them around. [1:06] You can reshape vectors by dragging control points. [1:30] Vector images are clear and smooth at any size. |
Drawing with Reshape
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[0:00] How can I draw with reshape? [0:05] Click the reshape tool to see the "control points". [0:12] Click and drag to change the shape. [0:22] Click anywhere on the line to add a control point. [0:54] Shift-click to remove a control point. |
Erasing in Vector Mode
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[0:00] How do I erase vectors? [0:05] Use the reshape tool! [0:11] Shift-click control points to delete them. [0:43] Smooth and reshape instead of erasing. [1:07] Cover with a filled shape (use the background color so it looks erased!) |
Fill a Vector Shape
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[0:00] Why won't my shape fill? [0:13] The line isn't closed! [0:19] The first and last control point need to connect. [0:23] Use the reshape tool to drag and drop the first control point onto the last. [0:34] Now your line is closed and can be filled. |
Grouping
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[0:00] How do I edit several shapes at the same time? [0:03] Sometimes you want several shapes to move together [0:10] You can group them into a single shape [0:19] Grouping also works with layering [0:29] You can then ungroup and keep editing |
Layers
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[0:00] How can I use layers? [0:03] Vector shapes overlap each other [0:06] You can layer them like paper cutout shapes [0:09] You can move a shape "forward a layer" [0:15] Or move it "back a layer" |
Make Your Sprite Change Color
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[0:00] In this video, we will change the color of our sprite, so let's get started! [0:10] To begin with, I will click Looks link in the Block Palette. [0:18] This will show all blocks that can change the way our sprite looks. [0:23] Next, I will drag the change color block onto the script area. [0:33] After this, I will click on the Events link, and this time, I will grab the when space key pressed block. [0:44] Let's snap these two blocks together. when [space v] key pressed change [color v] effect by (25) [0:47] The sprite will now change color every time I press the space key. [0:53] Finally, what do think will happen if I change the values in the drop downs of these two blocks? For instance, if I change "color" to "fisheye", and "space" to "up arrow"? Why don't you give it a try? when [up arrow v] key pressed change [fisheye v] effect by (25) |
Make Your Sprite Dance
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[0:00] Today, we will make our sprite dance to music. rap music plays in the background [0:09] Let's begin. [0:11] The first thing I will do is delete the sprite that we have by default. [0:14] I will click on the scissors icon... [0:20] ...and then click on the cat to delete that sprite. Done. [0:24] Now I need a new sprite, so I will click on the new sprite icon... [0:31] ...and select from one of the many available options. [0:34] I will choose "Breakdancer1". This sprite has three different costumes which we can see by clicking on the arrows right next to the sprite. I will click on ok. [0:44] Now, I can move this sprite anywhere on the stage area by simply dragging it. [0:49] At this point, if I click on the costumes tab, I can see the three different costumes of this sprite. [0:54] Okay, so I will back to the Scripts tab, and I will click on the Looks link to get the next costume block. [1:03] This block will help us flip through the different costumes of our break dancer. [1:08] To make this happen continuously, I will enclose this in the forever block. [1:15] Maybe, I will even wait for 1 second before I see every new costume. (Note: The video is referring to the wait block.) [1:19] Now, I want the dance to begin after I've click on the green flag, so I will get that block also. when gf clicked forever next costume wait (1) secs end [1:25] Now if I click on the green flag, I can see the sprite dance. [1:34] This is fun, but it would be more fun with music, so let's add that now. [1:39] I will click on the sound tab, and then, I will click on the new sound icon to select from one of many available sounds. [1:46] I will click on "Hip Hop" and then select okay. [1:50] To add the sound as background music for our breakdancer, I will click on the scripts tab and drag the play sound until done block. [2:02] To make the music play in a loop, I will surround it in a forever block, and I will make the music start when I click on the green flag. when gf clicked forever play sound [hip hop v] until done end [2:12] At this point, I want to highlight that there are two green flag scripts. One where the sprite is dancing, and one where music is played. This sort of set-up allows the music to play while the sprite is dancing. [2:25] Okay, let's see what happens now! rap music plays in the background [2:41] In closing, I have two questions for you. What do you think will happen if you remove the wait block from this program? And finally, given what you saw in this video, can you make a new sprite dance to a different beat? |
Make Your Sprite Follow the Mouse
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[0:00] In this video, we will make the sprite follow our computer's mouse pointer. [0:10] Let's get started! [0:12] To begin with, I will grab the point towards block. [0:24] Here, I will select "mouse-pointer" from the drop down. This block makes the sprite point in the direction of the mouse. [0:32] Now, I don't just want the sprite to point at the mouse, I also want it to move towards the mouse pointer, so I will grab the move block, and here I will change the value of the number of steps to 4. You can play around with different numbers here. [0:47] Also, since I want the sprite to follow the mouse continuously, I will grab the forever block and put it around the first two blocks. [0:56] Finally, I want this program to run after I've clicked on the green flag, so I will grab that block from under the Controls link. when gf clicked
forever
point towards (mouse-pointer v)
move (4) steps
end
[1:03] Now, when I click on the green flag, the sprite will start following my mouse pointer. [1:13] To make the sprite stop, hit the stop button. [1:16] Here's a question for you. Instead of moving towards the mouse, could you make the sprite move away from the mouse pointer? [1:24] (Pop up window) Hint: The "If on edge, bounce" block located under the Motion link in the blocks palette could be useful |
Make Your Sprite Glide
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[0:00] In this video, we will make our sprite glide. [0:05] Let's get started. [0:07] The first thing I will do is delete the default sprite, which is the cat. [0:12] I will click on the scissor icon, and then click on the cat. Done. [0:17] Now, before I get a new sprite, let me walk you through the stage area. [0:22] You can imagine this area as a grid with different values in the horizontal, or x axis, and vertical, or y axis. [0:29] For instance, the centre of the stage area has values x is equal to zero and y equal to zero. [0:35] Here is a new point, which is that x is equal to 100 and y is equal to 100. [0:41] Here's another point, which is that negative 150 x and 50 y. [0:46] Let me put up one more point on the grid for you to analyse. [0:50] Ok, so now that we know that the stage area is made up of different x and y values, I am going to remove this imaginary grid. [0:57] By the way, an easy way to figure out these values is by moving the mouse pointer over the stage area. When you do this, you will see the x,y values of the current location of the mouse pointer. [1:08] Alright, now, let's get a new sprite for our project. Click on the new sprite icon. Scroll down to find your favourite sprite. I will select "Ghost1" and then click "OK". [1:29] Next, I will grab the glide block. [1:38] And then, I will specify where exactly on the grid I want the ghost to glide. Let's say the x value is 100 and the y value is also 100. [1:48] You can add as many glide blocks as you want. I will add one more here. [1:54] Then, I will grab a green flag block. when green flag clicked glide (1) secs to x: (100) y: (100) glide (1) secs to x: (150) y: (-100) [2:03] Now when I click on the green flag, the ghost glides to a new location on the grid. [2:08] Finally, do you think you can add some spooky music to this animation? |
Make Your Sprite Jump When You Clap
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[0:00] In this video, we will make our sprite jump every time we clap our hands. clap, clap. [0:08] To make this work, you will need a microphone. [0:11] Now, to make our cat jump, we really need to change its position in the vertical direction, or the y axis. [0:18] To do this, I will grab the set y block. [0:24] Now I want this y value to change every time I clap my hands, so I will click on the Sensing Link in the blocks palette... [0:38] ...and grab the loudness block. [0:45] Loudness uses the microphone in your computer to detect the volume of the sounds you are making. I will set loudness to the y value of our cat. [0:55] Now I want my program to run repeatedly, so I will grab the forever block and I want also want this program to run after I hit the green flag, so I will get that block also. when gf clicked
forever
set y to (loudness)
end
[1:05] When you click on the green flag, Scratch may request your permission to access your computer's microphone. Click on allow. [1:15] Now when you clap your hands, the cat will jump. [1:21] To make these jumps a bit more pronounced, I will click the Operators link in the palette... [1:32] ...and grab the multiplication block. [1:40] I will multiply loudness with, let's say, four. You can play around with any numbers here. when gf clicked
forever
set y to ((loudness) * (4))
end
[1:52] Now when you make a sound, the cat will jump higher. [2:01] Finally, can you make the cat move in a horizontal direction when you clap? |
Make Your Sprite Move Forward
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[0:00] In this video, we will learn how to move our sprite forward. [0:06] Let us start with a new Scratch project. [0:09] I will drag the move block onto the Script area. [0:18] Then, I will click on the Events link in the Block Palette. [0:28] This will show all blocks associated with Events. [0:32] I will drag the green flag block, and then I will snap the two blocks together, and that's it! when green flag clicked move (10) steps [0:39] The sprite will now move forward by 10 steps each time I click on the green flag. [0:46] I can even change the number of steps the sprite moves forwards. [0:51] Let me change this number to 60. when green flag clicked move (60) steps [1:06] Finally, what do you think will happen if I enter a negative number in the move block? Why don't you give it a try? when green flag clicked move (-10) steps |
Make Your Sprite Spin
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[0:00] In this video, we will make our sprites spin. [0:08] Let's find out how this is done. [0:10] To begin with, I will grab the turn block from the blocks palette. [0:18] Then, I will click on the Events link and I will grab the green flag block. [0:25] After that, I will snap these two blocks together and run the project. when gf clicked turn cw (15) degrees [0:29] Each time I click on the green flag, the sprite turns by 15 degrees in the clockwise direction. [0:35] This is fine, but I want to make this project a bit more interesting by making the sprite spin around in a loop. [0:43] To do this, I will click on the Control link and grab the forever block. [0:55] The forever block is a little different than the blocks we've been using this far. It has a beginning and an end. [1:02] I will drag the turn block and snap it within the forever, and then I will snap the forever with the green flag block. when gf clicked forever turn cw (15) degrees end [1:10] Now if I hit the green flag, the sprite will spin around forever. [1:14] To make the sprite stop, hit the red stop button. [1:20] Finally, what do you think will happen if I add a move block within the forever? Feel free to change the number of steps the sprite moves forward to see really interesting results. when gf clicked forever move (10) steps turn cw (15) degrees end |
Make Your Sprite Spin When You Say Something
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[0:00] In this video, we will use our voice to make our sprite spin. [0:05] Awe... some... Awesome! [0:09] Let's find out how this is done. To control the sprite with my voice, we will use the loudness block. This block detects the volume of the sounds I'm making. [0:19] Now, when I check the box right next to this block, Scratch starts to show the loudness value. [0:27] Awe... some... Awesome! [0:34] So I want the cat to spin if the loudness goes over a certain threshold. To do this, I will click on the Control link and grab the if block. This block helps us evaluate conditions. [0:50] Now since I want the cat to spin every time the loudness of my voice is greater than a certain value, I will click on the Operators link, and get the greater than block. [1:06] This can snap within the if and help us evaluate conditions. [1:12] And then, I will compare loudness.... [1:17] ...with let's say, 10. You can play around with different numbers here. [1:22] So now we are telling Scratch that if the loudness is greater than 10, do something, and that thing is turn, so I will grab the turn block. [1:32] I also want this program to run in a loop, so I will get the forever block. [1:41] Here I want to point out that the if block is enclosed within the forever. [1:46] I did this because the if block checks the condition only once. In this case, the if block checks if the loudness is greater than 10 just once, but we need to check this repeatedly, so I surrounded the if block within a forever. [2:00] Okay, I want this program to run after I've hit the green flag, so I will get that block also. when gf clicked
forever
if <(loudness) > [10]> then
turn cw (15) degrees
end
end
[2:05] Now if I click on the green flag and say something, the sprite will spin. [2:09] Awe... some... Awesome! [2:13] Finally, do you think you can change the color of the sprite while it spins? |
Make a Simple Game
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[0:00] Today, we'll look at games. Now, to win this game, we have to get the crab to the key without touching the witch cause if you touch the witch, we lose! Let's play this game one more time. This time, we win. [0:15] Let's find out how this is done. [0:18] To begin with, I will delete the cat. Done. [0:23] Now, I will get a new sprite by clicking on the new sprites link. [0:28] I will find a sprite that looks like the witch from a list of sprites and then click OK. [0:35] Now the size of the sprite is way too big for my game, so I will click on the reduce size button, and then click on the witch. The sprite size gets smaller each time I click on the witch. [0:47] OK, that looks good. [0:49] So, I want the witch to move constantly, as if it were guarding the key. [0:53] To do this, I will get the forever block and add the move block inside it. This will make our sprite move forever. [1:01] I will also grab the if on edge, bounce block. This block keeps the witch moving within the stage area. [1:09] I also want my game to start after I click on the green flag, so I will get that block also. [1:16] OK, so the witch is moving, but not in the direction we want. To rectify this, I will get the point in direction block and make our sprite point upwards. [1:33] Here I would like to highlight that the point in direction block is outside the forever. The point in direction block runs only once, which is enough to set the direction of the sprite before the forever loop starts. [1:46] Let's run the game one more time. That's much better. when green flag clicked point in direction (0 v) forever move (10) steps if on edge, bounce end [1:52] Next, I will get a new sprite that looks like a crab by clicking on the new sprite link. [2:03] And now we'll also reduce its size. [2:08] OK, so I want the crab to move every time I hit the left or the right arrow key on my keyboard. [2:14] To do this, I will grab the when key pressed block and select right arrow from the dropdown. When this event happens, I want the crab to move right, so I will get the move block and change the value of the number of steps to thirty. [2:28] Now I need to do a similar thing with the left arrow key, so I will just copy the set of blocks by clicking on the duplicate item, and then clicking on the blocks I want to create a copy of. Boom, done! [2:40] Here, I will change the right arrow to left arrow, and the value of the number of steps to minus thirty. when [right arrow v] key pressed move (30) steps when [left arrow v] key pressed move (-30) steps [2:51] Let's run this program to see what happens. So the witch is still moving up and down, and hey, the crab moves every time I hit the left or right arrow key on my keyboard, although nothing happens when the witch touches the crab. [3:03] So to fix this, I will click on the witch underneath the sprite list, and add logic which says, "If the witch touches the crab, do something". [3:12] For this, I need the if block and the touching block from underneath the Sensing link. [3:17] The touching block can tell if two sprites are touching each other. So, if the witch touches the crab, the player loses. [3:27] And to indicate this, I will play a sound. I will click on the sounds link and get a new sound called the "Dirty Whir". You can get any sound you like. [3:38] And then, I will go back to the scripts tag and get the play sound until done block. [3:47] After the player has lost the game, I want the game to stop, then I will get the stop block also. This block is like hitting the red stop button in Scratch. [3:56] Finally, since we need to check if the witch is touching the crab constantly, I will put this code inside the forever. when green flag clicked
point in direction (0 v)
forever
move (10) steps
if on edge, bounce
if <touching [Crab v]?> then
play sound [dirty whir v] until done
stop [all v]
end
end
[4:04] Now, let's see how our game is doing. [4:09] Hey, that's some good progress. [4:14] Now, we need a new sprite that looks like a key, so I will add a new sprite and get one that looks like a key from the list of sprites. [4:23] And because I want to rotate this key, I will click on the costumes link and do just that. Done. [4:31] Now, a player wins our game when the crab touches the key. [4:35] To do this, I will click on the crab from our little sprite list, and I will add blocks that will wait until the crab touches the key. [4:47] Once the key does touch they key however, I will add a block to broadcast a new message. [4:56] I will call this new message "Victory". This message will be received by the key as a prompt to do something. when green flag clicked wait until <touching [Key v]?> broadcast [victory v] [5:05] And to make this key receive this message, I will click the key under the sprites list, and grab up one receive message block. [5:13] Now when the key receives the victory message, the player has won the game, and to indicate this, I will play a congratulatory sound. [5:25] And since the player has won, I will also make the game stop. when I receive [victory v] play sound [fairydust v] until done stop [all v] [5:33] OK, let's run the game again. [5:39] Oh no, I lost. Let me restart it. [5:42] You see, when I hit the green flag, I want the crab to go back to its original location. [5:47] To do this, I will click on the crab under the sprites list, and add the go to a certain location block. when green flag clicked go to x: (-180) y: (0) wait until <touching [Key v]?> broadcast [victory v] [6:00] Let's play the game again. [6:08] Once again, I lose. Let's restart. [6:14] Woohoo, This time, I win. [6:15] Finally, to make the game more difficult, I can add another witch in the path of the crab. How would you continue to make changes to this game? |
Make a Story
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[0:00] Today, we will create a story in which two sprites talk to each other. Tera and Pico hold a conversation. [0:15] Let us find out how this is done. [0:17] I will begin by deleting the default sprite. Done. [0:22] Now I need a new sprite, so I will get one by clicking on the new sprite icon, and I will select Pico. [0:32] Since Pico needs someone to talk to, I will get another sprite. [0:39] This time, I will select Giga. You can play around with different characters here. [0:47] Okay, so when our story begins, both Pico and Giga are outdoors, but right now, it doesn't seem like they're outdoors. It seems like they're in front of a white backdrop. So let's change the backdrop. [1:00] I will click on the new backdrop icon... and select a backdrop labeled "Pathway". [1:18] At this point, we can see two backdrops: a white space, and the pathway. Since we don't need the white backdrop for our story, we will delete it. [1:28] Okay, now I will make the two sprites talk to each other. Since Pico starts the story, I will click on Pico, and go back to the Scripts tab. [1:36] I want this program to run when I click on the green flag, so I will get that block. [1:41] Now in my story, Pico starts the conversation by saying "Hello" to Giga. [1:48] Next, I have to program the story in such a way that Giga says "Hello" back to Pico. Well Giga needs to know when to say "Hello". [1:57] To do this, I will grab the broadcast block. This block can send messages back and forth between Giga and Pico, and can thus help show the dialog at the right time. [2:11] I will broadcast a new message called "giga1". when gf clicked say [Hi Giga!] for (2) secs broadcast [giga1 v] [2:19] Now when Giga receives this message, it knows that it is his turn to say "Hello" back, so I will click on Giga, and get the "When I Receive The Message" block, so when Giga receives this message sent by Pico, it says "Hi Pico!" [2:36] Okay, now let's continue the conversation between Giga and Pico. After Giga has said "Hello" back, it is Pico's turn to talk, so I will grab the broadcast block, and send a message called "pico1" when I receive [giga1 v] say [Hi Pico!] for (2) secs broadcast [pico1 v] [2:51] When Pico receives this message called "pico1"... it asks a question. [3:11] "Would you like to go to the moon?", asks Pico. [3:25] And then it broadcasts another message called "giga2". when I receive [pico1 v] say [Would you like to go to the moon?] for (2) secs broadcast [giga2 v] [3:38] And when Giga receives this new message called "giga2"... it replies by saying, "Sure, let's go!" when I receive [giga2 v] say [Sure, let's go!] for (2) secs [4:00] Okay, let's run this program. [4:11] Now I have to make both Giga and Pico go to the moon, so after Giga has said, "Sure, let's go!", I will broadcast a new message... and I will call this new message "GoToMoon". when I receive [giga2 v] say [Sure, let's go!] for (2) secs broadcast [GoToMoon v] [4:29] And then, I will change the backdrop to moon. To do this, I will get a new backdrop... and this time, I will select a backdrop that looks like the moon. [4:43] Now, there are two backdrops inside my project: a pathway, and the moon. [4:49] While the backdrop is selected, I will go back to the scripts tab, and then add logic which says that when the message "GoToMoon" is received, change the backdrop to backdrop moon. when I receive [GoToMoon v] switch backdrop to [moon v] [5:04] Okay, let's run this program. [5:10] Wait, when the story starts, both Giga and Pico are outdoors. [5:17] So let me add logic which says, that when I hit the green flag, switch the backdrop to pathway. when gf clicked switch backdrop to [pathway v] [5:31] Okay, now let's run this program again. [5:45] Finally, what do you think happens next in this story? |
Smoothing
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[0:00] How can I make my pencil lines smoother? [0:03] Click the line with the reshape tool. [0:06] Click "Smooth". [0:15] This will smooth the line and make fewer control points. [0:22] Now you can move control points more easily. |
Switching between Vector and Bitmap
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[0:00] What happens when you switch to bitmap or vector? [0:05] You can edit an image as a bitmap or vector. [0:10] This button lets you convert to bitmap mode. [0:12] Once you convert a vector to a bitmap you can erase or fill easily. [0:36] But it loses all its vector information. [0:50] If you change your mind, click Undo! [1:06] If you convert a bitmap to vector that part stays a bitmap. [1:16] But you can move it around and add vector shapes. |