Unshared for a few reasons. -It's a huge waste of effort -Scratch is behaving weird for me (I don't know why) and it stops me from updating the project -I'm finding other things to do that are better than Scratch -I'm losing interest in Scratch Reshared because: -TurboWarp doesn't support unshared projects anymore -Summer is coming and this time I'll have a lot more time to devote to Scratch Map credits @Seafox - Western Pacific map @coolman346 - Eastern+Central Pacific map @garfieldxgaming - Eastern Pacific Only map @hoangkong4 - Atlantic map turn up storm size if it lags. for some reason it increases performance https://turbowarp.org/517215760/ - infinite clones option, runs faster (probably), off-screen clones option, changeable stage size, and all sorts of other things this doesn't have Click+A to be brought to controls screen https://scratch.mit.edu/projects/432100924/ - previous version of this project, go to it for the changelog of Updates Preα-0.1 through α-0.521 Hold A while clicking to be taken to the controls screen Changelog, this doesn't need to be read: Beta phase 0.6 (April 17, 2021) -Changed the Alpha phase to Pre-Alpha and Beta phase to the new Alpha phase. -True beta transition -Bigger and more accurate map -Cuba and Dominica added back, they aren't anti-tank weapons for hurricanes on a map of this size -Jamaica and two of the bigger Bahama Isles "added" -Smaller storm -Clouds are unintentionally way smoother 0.7 (April 20, 2021) -Slowed the simulation down intentionally so the shear doesn't grow gigantic and fall behind the storm so much -Clouds no longer spawn in the eye of the storm - it's added to storm size to account for actual storm size now. -May have screwed up or improved extratropical, did not test enough scenarios -Added an edge restart script for clouds -Changed land color for minimum but nerfed it as well (to +7.5 ghost effect per script run) -Removed one script run per 0.01 second limit cause my computer is perma-dying and can handle it 0.8 (April 22, 2021) Note: Updates from now on may begin to require a beefy or at least beefier than before processor, as I have a new computer that's a lot better than my old computer and will be using it to test against lag. -Water temps added to map -Stopped clouds from becoming fully opaque again upon exiting land -Water makes clouds fade or become more opaque depending on temperature of water -Removed scripts for land colors not currently used, making the project lag less -Removed the gradient in South America which was done before deleting the scripts for the gradient colors -Made clouds have a random opacity upon spawning -Randomized how much land or water causes clouds to fade per step -Increased initial clones limit 0.9 (April 29, 2021) -Extratropical system clouds strengthen over cold waters and slowly weaken over warm waters -Trails have been added -Storm should die now if it is 0 MPH -Made storm move slower -Kind of more complex storms -Storms now behave differently depending on intensity (in terms of eyes) -Storms of less than 90 MPH have no eye regardless of set eye size -Storms that are 90-110 MPH have the old eye script and have slower fading eyes -110+ MPH storms have faster fading eyes and the new script that doesn't let a particle spawn in the eye -Clouds cause the storm to gain intensity instead 1.0 (May 11, 2021) -Primitive arm structures added; clouds now spawn at one of four points that are placed around the storm at a random distance and angle (SS still sets the max radius these can spawn in). -Changed cloud clone limit to 75 (as of an unwritten update) back to 100. -Raised land v1.1 -Fixed arms not spawning in the southern corner of the storm -Added a chance (10% each script run) for a Category 5 to have an eyewall replacement cycle (not visual yet) (also needs a lot of further trial and error) -Fixed a bug where extratropical hurricanes weaken forever after being discovered by the script -Deaths have been added. Calculated as x*mph (x is dependent on the type of land) for now. Death counter is in the top-right corner next to MPH. Added realism, there's a bug where a storm can cause a death out at sea, accidentally simulating rip currents. v1.2 (May 19, 2021) -Fixed dissipation (the D key event) not happening -Cloud sprite count is now 1 instead of 4 so I don't lose will to work on this like my La Nina project -Buffed death rate, 11 killed by a TD is better than 2 killed by a Category 5 -Category 1-2 eyes clear out by both ghosting and moving away from the eye less -Changed track colors -Added WPAC map -Added EPAC map -Added EPAC+CPAC map This is turning into a Scratch remake of Hurricane Tracker 3