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add a section on the new melody features from klaus to release notes #7844

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55 changes: 34 additions & 21 deletions docs/blog/arcade/update-jan-2021.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# MakeCode Arcade 1st Birthday Update!
# MakeCode Arcade 1st Birthday Update!

**Posted on January 22nd, 2021 by [Jaqster](https://github.com/jaqster)**

Expand All @@ -8,9 +8,9 @@ Most of the work in this release went into fixing bugs that had accumulated. By

We’ve also added a few new features as well, here’s a rundown:

## Flip and Rotate
## Flip and Rotate

We all spend a great deal of time in the Image Editor creating the perfect picture for our Sprites and Tiles. There are many times that we all wished we could flip or rotate our images. Now you can! We’ve added 4 new buttons to the Image Editor:
We all spend a great deal of time in the Image Editor creating the perfect picture for our Sprites and Tiles. There are many times that we all wished we could flip or rotate our images. Now you can! We’ve added 4 new buttons to the Image Editor:

* Flip vertical
* Flip horizontal
Expand All @@ -19,27 +19,40 @@ We all spend a great deal of time in the Image Editor creating the perfect pictu

![Sprite editor flip tool](/static/blog/arcade/update-jan-2021/flip.gif)

## Animations are now mainstream!
## Animations are now mainstream!

We’ve finally moved the animations blocks into the built-in editor under the Advanced tab in the Toolbox. Animations have become so popular that it just made sense to pull them out of an extension and always show these blocks in an Animation Toolbox category. We still have an animation extension available for the older, state-based animation blocks too.

![The Animation blocks category](/static/blog/arcade/update-jan-2021/animation-category.png)

https://youtu.be/TRjGj80g3Y0

## New Array Block
## Sound Effect Enhancements

This has been one of the most requested blocks. In general, randomization is an important aspect of game development, and often times when writing an Arcade game, people want to select a random value from an array. You can of course do this with the "Pick Random" number block for the array indices, but this block makes it so much easier!
Sound effects and music are some of the most memorable features of many retro videogames, and our support has been improved thanks to contributions from [Klaus W](https://github.com/klausw) over 4 fantastic PRs:

* Adding new noise waveforms [#1177](https://github.com/microsoft/pxt-common-packages/pull/1177)
* Saving space and improving sine approximation [#1178](https://github.com/microsoft/pxt-common-packages/pull/1178)
* Make melodies stop correctly when `stop all sounds` is called [#1196](https://github.com/microsoft/pxt-common-packages/pull/1196)
* Update sound documentation with description of new waveforms [#3002](https://github.com/microsoft/pxt-arcade/pull/3002)

Klaus made a [post on the forum](https://forum.makecode.com/t/sound-effect-demo-no-extensions/5833) with details on how to use this, including a sample game with a ton of custom noises - including drums+bass, modems, crashes, and zaps! You can test some of these out at [https://arcade.makecode.com/91960-59425-02296-62940](https://arcade.makecode.com/91960-59425-02296-62940), and even copy some into your new game! For more detailed information on creating sound in MakeCode Arcade, you can also check out the [developer documentation](https://arcade.makecode.com/developer/sound).

Thanks you Klaus!

## New Array Block

This has been one of the most requested blocks. In general, randomization is an important aspect of game development, and often times when writing an Arcade game, people want to select a random value from an array. You can of course do this with the "Pick Random" number block for the array indices, but this block makes it so much easier!

![Get random from list block](/static/blog/arcade/update-jan-2021/get-random-list.png)

## New Sprite Flags
## New Sprite Flags

Another request from folks has been to provide more granularity in how Sprites interact with their environment. Currently, we have a sprite property called "**Ghost**" which causes the sprite not to overlap with other sprites or collide with obstacles/walls - basically treat it as a ghost sprite that can’t interact with other sprites, tiles or walls. But sometimes, you want a sprite to be able to pass through walls and also overlap with other sprites. So, we’ve broken down the ghost property down into 3 more granular properties:
Another request from folks has been to provide more granularity in how Sprites interact with their environment. Currently, we have a sprite property called "**Ghost**" which causes the sprite not to overlap with other sprites or collide with obstacles/walls - basically treat it as a ghost sprite that can’t interact with other sprites, tiles or walls. But sometimes, you want a sprite to be able to pass through walls and also overlap with other sprites. So, we’ve broken down the ghost property down into 3 more granular properties:

* Ghost through Sprites - Sprite doesn’t interact with other sprites (will not trigger Sprite Overlap events)
* Ghost through Tiles - Sprite doesn’t interact with tiles in a Tile Map (will not trigger Tile Overlap events)
* Ghost through Walls - Sprite can pass through walls in a Tile Map
* Ghost through Sprites - Sprite doesn’t interact with other sprites (will not trigger Sprite Overlap events)
* Ghost through Tiles - Sprite doesn’t interact with tiles in a Tile Map (will not trigger Tile Overlap events)
* Ghost through Walls - Sprite can pass through walls in a Tile Map

![New sprite flags](/static/blog/arcade/update-jan-2021/sprite-flags.png)

Expand All @@ -57,17 +70,17 @@ This is a view that will allow you to see all the assets in your game.

![Asset selection view](/static/blog/arcade/update-jan-2021/assets-view.png)

An "Asset" can be:
An "Asset" can be:

* An image – for a Sprite, Projectile, Background, Dialog Frame
* An image – for a Sprite, Projectile, Background, Dialog Frame

![Image asset](/static/blog/arcade/update-jan-2021/image.png)

* A tile – denoted by the stacked boxes icon
* A tile – denoted by the stacked boxes icon

![Tile asset](/static/blog/arcade/update-jan-2021/tile.png)

* An animation – denoted by the film icon (animates when you hover your mouse over it)
* An animation – denoted by the film icon (animates when you hover your mouse over it)

![Annimation asset](/static/blog/arcade/update-jan-2021/animation.gif)

Expand All @@ -80,7 +93,7 @@ Why did we create this view? For a couple reasons:
* Easier Asset Management - as people were creating bigger and bigger games with a lot of different assets, it was getting difficult for them to navigate through the code to find specific assets to edit or copy.
* No-code Modding - for our very newbie students who are just getting into coding and game development, we wanted to provide an option for them to take an existing game and mod it, without having to parse through lots of code blocks which can be overwhelming.

In the Asset Editor view, you can:
In the Asset Editor view, you can:

* Create a new asset by clicking on the green plus (+) icon and selecting the type of asset you want to create.

Expand All @@ -94,15 +107,15 @@ In the Asset Editor view, you can:

![Duplicate the asset button](/static/blog/arcade/update-jan-2021/duplicate-asset.png)

* Copy an existing asset to your clipboard which will actually copy the image, hold it in your computer’s memory, and then allow you to paste it into a blank image editor canvas.
* Copy an existing asset to your clipboard which will actually copy the image, hold it in your computer’s memory, and then allow you to paste it into a blank image editor canvas.

![Copy the asset button](/static/blog/arcade/update-jan-2021/copy-asset.png)

* Delete an existing asset - note that this button is disabled if the asset is being used in your program.

![Delete the asset button](/static/blog/arcade/update-jan-2021/delete-asset.png)

As well as the "Assets" button at the top of the screen, you can also get into the Asset Editor view from any of the image editors. You’ll notice that there’s a new "My Assets" tab at the top of the image editor which allows you to select assets from your asset library. And there’s also a field for you to name your assets.
As well as the "Assets" button at the top of the screen, you can also get into the Asset Editor view from any of the image editors. You’ll notice that there’s a new "My Assets" tab at the top of the image editor which allows you to select assets from your asset library. And there’s also a field for you to name your assets.

![Image editor](/static/blog/arcade/update-jan-2021/image-editor.png)

Expand All @@ -116,11 +129,11 @@ Another frequently requested feature was to bring the Gallery view into the Tile

![Tile gallery](/static/blog/arcade/update-jan-2021/tile-gallery.gif)

## Support for GitHub Extensions in subfolders
## Support for GitHub Extensions in subfolders

For all of you extension authors out there, we’ve hopefully made your lives a bit easier! Before, you could only author 1 extension or set of tutorials from an individual repo. Now you can publish multiple extensions and tutorials all from one GitHub repo. This is handy if you want to publish a set of custom blocks and a set of related tutorials that go with it. You can see our documentation about writing [custom extensions](https://makecode.com/extensions/getting-started) and [tutorials](https://makecode.com/writing-docs/user-tutorials).

## New Tutorial Format
## New Tutorial Format

For those of you paying close attention, you may have noticed a new "Game Maker Guide" card appear on the Arcade Home page in December.

Expand Down Expand Up @@ -149,4 +162,4 @@ If you have questions, or would like to participate in the MakeCode community, p
Happy Making and Coding!

<br/>
The MakeCode Team
The MakeCode Team