(Note, delete after remix: I feel like im forgetting something, so said something might be buggy and bad, please tell me what it is thank you have nice day) How to remix in the notes and credits! (You will have to see the original project.) It’s pretty overwhelming though, so if you cant keep up do not waste your time trying Story: Jack decided to bring everyone along for the hangar ending on the new modifier, Isle++, which is supposed to be harder than its predecessor Isle+. At first, nobody noticed anything different about the game, it felt easier actually, until they started the hangar… New enemies appeared, as well as the previous ones all teaming up to stop the hangar run. But the crew is still pretty confident. Can they pull it off? ITEMS: https://scratch.mit.edu/projects/807168329/ The crew: Jack: Jack started this mess because he is a drone-happy idiot. Jack builds 3 drones, if one of them breaks, he builds another. He wields a tactical shotgun, and overall has one the best damage outputs of the entire crew, but because he spent his time speedrunning the high tier loot, he didn’t grab any armor. (His item of choice is TECHNICALLY a drone, but he has more because of his unique mechanics, and since I broke the 1-item clause, he has no armor.) Enemies: Frogspawn - The most common enemy by far. Basically a zombie. Armored frogspawn - They spawn with military tier armor, while slowly approaching. They spawn less frequently than the normal frogspawn but still common. Deranged frogspawn - Much lower health, but much higher speed and attack. Feel free to make your own custom enemies! Other enemies are unimplemented: Stan (model and announcement are in but not the latter) - The main antagonist of Isle, he can usually only appear in the dark, but as the storm clouds and rain block the sun, he can use enough energy to appear as long as there aren’t one or two light sources on him. Attacks mainly in the night phase, does 25 damage but has extreme attack speed. A couple bullets or a flashlight will send him running though, until it doesn’t, and comes back a minute or two later. Agent B6 - An invincible robot that teleports near the crew. He is here because someone has an artifact, and artifacts are used to canonically escape isle (truth ending), which is a simulation, and artifacts can get you out of. complicated stuff. Agent B6 is like Stan but much tankier and slower, and can only be defeated by fending him off for a while until he gives up only to try again in a minute or two. Mercs - The mercenaries that arrive on the island to rescue the, unbeknownst to them, dead crew that ran the prisoner ships which you arrived to the island on. There are 5 different mercenaries with different roles, and they cant function as a complete team without each other. Elite Mercs: A second wave of Mercs that arrive after the first wave is dead, almost all of which equipped with an advanced tier weapon, and here solely to avenge the first wave of Mercs. Other unimplemented mechanics: -nighttime phase, limited range and stan is a constant threat -an ending after 3 day cycles
Pick your character’s weapon from the canon list here: https://badorkbee-games.fandom.com/wiki/Weapons?scrlybrkr=5b5b88ec Or, y’know, Don’t, because you didn’t read this. Remixing: First, plan out your character. Pick an item from the list I just gave you right above this. Then you can begin picking a weapon, under the following rules: Primary weapon: Has to be “Military” tier on the list or lower (no higher). If you chose the Secondary Weapon as an item from the item list, the secondary can be one of the following: Revolver SMG Tactical Pistol Grub Gun Steel Sword (if your willing to throw away the whole “damaging while at ammo box” thing, your character can properly defend themselves while being attacked and does 100 DPS.) After all and all is picked, its time to code! I’ve organized most of jacks code to help this be broken down, so even if your bad at coding you can still recycle most of his. First, the top script, which is going to a random position. You can keep that, but remove the part in the forever loop as that was solely for jack’s special mechanic, which we will discuss later. The second script sets your HP, Armor, and Ammo, all will have to be separate variables, and makes sure your not dead. Armor is basically a secondary HP bar, it is NOT displayed publicly, or at all, and only shown in a characters description in the encyclopedia. Armor is always 250 (unless you have ballistic shield or no armor at all,) cannot be healed, unless you are using the Healing Spray item. Ammo is how many times your character can shoot before needing to go to the ammo box, be sure to keep it as canon to isle as you can if it doesn’t tell you the ammo explicitly. Next is the ammo script! I’m talking ammo, specifically for your primary (because all secondaries have infinite). This lets everyone know how much ammo you have. You will basically just reuse that max ammo variable, in place of jacks. Thats it. Tadaaa!! Next Is your characters movement script. Remove the first variable and the entirety of the “If (variable stuff) repeat until (variable stuff)” part, thats where your characters unique mechanic would go ONLY IF YOU WANTED ONE (items keep your character unique enough regardless). More on the next paragraph, to keep this digestibility. You will see the “anim” variable. It is a premade variable for all characters, no need to worry about making a new one. The anim variable keeps track of your characters animations for another script, so we dont have to utilize the all-to-commonly-used “stop other scripts in sprite” + broadcasts. Dont worry about making animations yet. After that anim variable, there is a glide script. All characters should have a 2 second glide, unless an item says otherwise. The next script (past the wait 0.5 seconds) Is your character’s shoot script. First, it detects if your character has ammo, and responds accordingly. Understanding that, now when you look at it, it shouldn't be too hard to understand, but if you still dont get it feel free to ask me in the comments and I’ll go slightly more in depth. After that, you put a small wait-time script and your done. Now you can view the next script. The red blocks are custom blocks, found to the left of the sprite. Those are the animations. Do NOT use the repeat variables for animations, just do the same thing i did where it manually changes costumes. This prevents the animations from overlapping and looking weird. Basically after you go through the red blocks and understand them, (you will almost certainly have to customize the shoot script,) It’s time to make the animations for your character, and then add them, and your done. Good job, and thank you for reading my massive mountain of words. REAL credits: @seebe_ampro because i used his assets for armored frogspawn and he’s gonna make the Mercs for me, so go follow him he make pro vector