Grab a "change y by 10" block from the Motion drawer and connect it to the inside of the "if direction = up" block. Change "50" to "up" and drag your Direction variable into the blank space before the = sign. From the Operators drawer, drag a "_ = 50" block into the if block. Add an "if then" block inside the "forever" block. Replace it with a "forever" block from the Control drawer. "When down arrow key is pressed", "set direction to down", etc.).ĭelete the "move 10 steps" block from the code space. Connect the block to the "When up arrow key is pressed" block.ĭo the same for the other arrow keys (i.e. Take a "set direction to 0" block from the Variables drawer and type "up" in the place of "0". Drag a "When space key is pressed" block from the Events Drawer onto your code space. When a box pops up asking for a new variable name, type in "direction", and then hit OK. Go to the Variables drawer and click the "Make a Variable" button. Tip: Remember to repeatedly save your code by clicking the "Save Now" button on the top right of the screen that appears when you've added new code to the code space. The red stop sign next to it stops your program. The green flag above the viewing area, when clicked, runs your program. We'll be talking about sprites more in the next step. The bottom half is your sprite pane, where all the sprites you've created are displayed. The area most right of the screen is divided in half-the top half is your viewing area, where you'll see your code output. The most left side with all the code blocks is divided into sections based on functionality, and I'll be calling these sections "drawers." The section right next to the drawers is what I call the "code space." This is where we'll be dragging and connecting the code blocks together. When you're on the Code tab, there are three main sections that we'll have to worry about. The next tab over is the Sounds tab, where we'll be adding sound effects to our game. On the tab to the right, the Costumes tab, is where we will be drawing our game characters (the apple and snake). This will take you to a brand new project page.Īutomatically, the project page is on the Code tab, where we'll be dragging code blocks to actually make our snake game. Once you're logged in, click the Create tab at the top of the page, next to the Scratch logo. Sign in if you already have an account, or click Join Scratch at the top right to create a new account. To create a new project on Scratch, go to. If you're interested in learning more, I'd recommend going to Scratch's Ideas page. Please feel free to post your favorite characters from the past decade in the comments below.Disclaimer: This isn't going to be a full out crash course on how Scratch works. The list is presented in alphabetical order. We’ve mixed together original characters as well as some who’ve been around for a while, but who made an especially interesting contribution in the last 10 years. We have only allowed one character (or duo) per franchise, but it’s worth mentioning that many of the games listed below have more than one memorable character. The Polygon team picked these favorites based on various criteria, including characters that are transportive, convincing, funny, original, moving, or unusual. Writers have begun to move on from two-dimensional action heroes, clumsy sidekicks, and offensive caricatures to paint convincing people who inspire empathy. The quality of writing in games, in terms of dialogue, characterization, and plot, has improved immensely. It’s been an incredible decade for character design, in which facial capture technology has helped burnish excellent performances by actors and voice actors. Fresh from picking the best games of the past decade, we decided to do a deep dive and make fond remembrance of the characters we liked the most.
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