Scroll down for game-design tips! TURN ON YOUR VOLUME Most Recent Update: January 22, 2025 To see changelog, look inside. New Gamemodes: Maze (Look under nexus), Nexus, FFA! Please play on Turbowarp for fullscreen and better graphics: https://turbowarp.org/1054544741?hqpen The best Scratch version of arras.io is right here! I spent a LOT of time on this, so a heart or star really means a lot! Even if you have played arras.io before, please read the controls below because they are slightly different from the real game. Also, if you like it, please leave a comment, it really means a lot to me! Thank you! -BlockCoder111 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~++++++++++++++++++Controls++++++++++++++++++++ Movement: WASD or Arrows Point: Mouse Shoot: Space, click, or E for Autofire Autospin: C (Automatically rotates your tank) Reverse tank: V (Flips your tank around) Reverse mouse: B (Swaps the mouse buttons. Use this to repel drones because you can't right-click on Scratch) Create new tank: R (Tutorial is also available when you press r) Stat Points 1-8 (or click the stat bars) Spawn/Respawn: Enter Back/Hide Updates: Space Next Song/Skip Intro: Q Maximize Stat: 1-8 + M (Set a stat to its maximum value) Commands in sandbox only! Spawn polygon ` + f PROTOTYPE Spawn Boss ` + v Teleport: ` + e (Teleport to mouse) Spawn Wall: ` + x Change Wall Color: ` + c Drag Wall or polygon: ` + d Blast: ` + b Self-Destruct: ` + o Heal (Polygons or players): ` + h Yes, I do know that nothing is balanced in the game at all! However, I believe that this project is finished. I have run out of space on some lists, and it is also really laggy to edit. I am learning Javascript now, so this is my last scratch project. Sorry. : ( Post-Game Design Reflection: How is the code organized? The code is organized around a central processing unit that stamps almost all the graphics you see on the screen from its costumes. The tank sprite previously was shown on-screen, but I had to move it into the processing unit, so the tank sprite is pretty much a hollow shell. The cannon sprite creates clones of itself for every barrel, and does small things like updates positions of launcher bullets, and it has the capability to be an auto cannon. The reload sprite also has clones for each cannon that update a sequence of numbers to show when a bullet should be fired. Each cannon has 10 pre-loaded bullets, and it keeps replenishing them whenever you shoot. Therefore, the reload strings look like 0000100000. If you want to see it in action, show the "Reload" list. The Splicer sprite cuts apart a tank's saved string and puts each piece into its respective list, like Bullet Damage, Bullet Health, Bullet Penetration, and so-forth for each cannon. For example, Flank Guard's "Cannon Direction Mod" list would look like: [0, 120, -120]. The Bosses sprite does the same thing for loading in a boss, and also controls the behaviors of a boss (which can be teamed to the player or not), such as turning on and off autofire, moving them around, etc.. The other sprites are less important, and are pretty self explanatory. However, I'm sure you want to know about the processing unit. It basically stamps polygons, lines for the grid, walls, the player, bosses, bullets, text, the HUD, and the homepage GUI. It isn't actually that complicated (well, maybe some parts are), it's really just a whole bunch of simple scripts in the same sprite. I would also like to point out that I have one hitbox handling script that deals with different collisions between square and circle hitboxes for every entity. Now, enough of that, here are my thoughts on my game, and my suggestions if you are making an arras.io game. ------------------------------------- The thing that my game does pretty well is having a bit of everything. No aspect of this remake is particularly in depth, but a cover a lot of different features. For example, I have many tanks, and a functioning evolution-tree, but I don't even have enough tanks for original arras, let alone Arms Race. I also added bosses, but their drawbacks are the ridiculous lag they create, and they can't have drones. I also have a few sandbox commands, but I don't nearly have all of them, and most of the ones that I have aren't completely accurate. I would recommend this. Don't get hung up on the little details, just focus on the overall picture. Also, make your game so that you like it, not so that it is a perfect copy of arras! My game however, has a few significant drawbacks; I put all my code on the processing unit, which makes it really laggy. I recommend using a game loop structure, which basically broadcasts a few messages forever, and you have a bunch of sprites that stamp themselves when they receive them. CONTINUED IN CREDITS.
Game Playlist: (I'm actually running out of asset space because I have so many songs!) If you don't like it... Well, just press mute : ) Song ~~~~~~~~~~~~~~~~~~~~ Artist I Wanna Rock ~~~~~~~~~~~ Twisted Sister Take On Me ~~~~~~~~~~~~~~ Hot Chip Lonely Boy~~~~~~~~~~~~~The Black Keys Hysteria~~~~~~~~~~~~~~~~~~~Muse Smells Like Teen Spirit*~~~Nirvana *Split into two parts because otherwise the file wouldn't fit The Anthem ~~~~~~~~~~~~~ Good Charlotte Seven Nation Army~~~~~~~The White Stripes Back In Black ~~~~~~~~~~~~~~ AC/DC Fell In Love With A Girl ~~~~~~ The White Stripes All The Small Things ~~~~~~~~ blink-182 Blue Orchid ~~~~~~~~~~~~ The White Stripes Come Out And Play ~~~~~~~The Offspring Rock And Roll Band ~~~~~~~~~ Boston Bob'Omb Battlefield ~~~~~~~~~ Mario 64 I Love Rock And Roll~~~~~~~Joan Jett I Wanna Be Sedated~~~~~~The Ramones Blitzkrieg Bop~~~~~~~~~~~~The Ramones Ghost Town~~~~~~~~~~~~~~The Specials Credit to: Matheus Valadares for Diep.io Neph for Arras.io Drako Hyena for Woomy-Arras.io Infinite "clones": @encoded3 Advice and some small things: @UNDERLORD7 All other code: Me! Various Vectors: @Bloonarius: https://scratch.mit.edu/projects/82607187 CONTINUED FROM INSTRUCTIONS: That splits up the code, and makes your game a lot easier to work with. These are the sprites I recommend having: GUI/HUD Text (For rendering overlay text), Game Text (For text that goes below the HUD), HUD (The overlay for stat points, minimap, and the squares for the evo tree.), Tanks (For bosses, evo tree tanks, and the player), Walls (for walls and rocks), Polygons, and Grid (Made of a bunch of separate boxes). Minimap locators should be created separately by each in-game entity. That's what I have to say, so you can take it or leave it. Either way, thank you for playing my game!!