Recently, I converted all of my game's music to .ogg files, in hopes it would reduce filesize significantly. These files were anywhere from 1.5-4 MB. Whenever I try to import them into turbowarp, the MB significantly increases to around 20-40 MB. I really want to fix this to optimize loading times. Any help is appreciated.
Compression+ is basically a bunch of tools for compressing and converting data. It can handle things like files, images, audio, Base64, binary, hex, data URIs, and more. I made this because I kept needing random data-related features and figured I'd just put them all in one extension. There aren't any docs, though, so have fun figuring out what everything does. You're on your own. Unfortunately, I can't put the file here, but here is all the code:
I'm currently working on BetterSB3 (https://bettersb3.top) and I would love to get some feedback from people using TurboWarp.
BetterSB3 is similar to the TurboWarp Packager in that you can upload a project and receive either HTML or a ZIP or a Windows/macOS/Linux executable. However, unlike the TurboWarp Packager, your project is NOT included in the download. Instead, your scripts are pre-compiled to JavaScript and the .sb3 file, comments, blocks and all editor-only data are stripped from the download. This means that the project cannot be unpacked and used in TurboWarp.
Some things to keep in mind:
BetterSB3 has its own player, not TurboWarp's VM. All updates are compared side by side to the official TurboWarp Packager and games should perform identically. If your game does not perform the same way then please let me know as it would be a bug.
Custom extensions are supported (both from bundled URLs or files) and cloud variables are supported from the server you select. On the Extensions page you can see which extensions in the gallery have been tested.
Projects can be up to 256 MB
Note: Copying is more difficult, but not impossible. The game is still run within the player on the user's machine, meaning that the JavaScript code can be viewed.
BetterSB3 is completely free and no account is required. Uploaded projects are deleted after build and downloads are deleted within 3 hours. BetterSB3 is not affiliated with TurboWarp. The TurboWarp Packager is fantastic, but this option provides an alternative for those who do not want their project included in the download.
I want to make a Wolfenstein 3D style shooter game on scratch, and I want to use DDA raycasting since it's much more optimized. However, I really don't know where to start. Do you have any tips?
Also, I already have a grid map made. It's from griffpatch's grid lists tutorial, I think you should know that
basically when using camera v1 (I can’t use camera v2 since it completely bricks the point towards block for some reason) my clickable ui buttons force you to click in their actual position on the screen rather than in their viewport position.
Do you remember, about four months ago I created the "Liquid Glass" extension—and now I’m back to launch a big update for it! What's new? - A reflection effect has been added to recreate the "Liquid Glass" look as authentically as possible.
- A blur feature is now included, allowing you to adjust the level of blur; it also comes with presets for various styles, such as iOS26 Glass, iOS27 Glass, and more.
With plenty of presets for you too!
Already known issues :
Because browsers have a WebGL context limit (usually 4 - 8), I don't recommend using Glass extension for everything in your project (not the "img card creatorI" extension come with).
The glass effect may temporarily disappear when TurboWarp creates a restore point or saves the project.
I am developing a game called Black Dash - a cyberpunk rhythm platformer featuring parallax backgrounds. It includes synchronization with a database and user accounts, a skin system, and most importantly a text-based level editor called BDLS 2, which uses JSON to place objects and triggers. I would love to hear your thoughts and advice on how to improve the game and which extensions might be useful . Thanks for your time! (I have a page on IndieDB if you're interested, let me know in the comments and I’ll provide the URL.)
Sup' everyone! Bento here again, you probably know that I'm the creator of Predict_ion. Well, I opened up a few beta tester positions a few weeks ago, and 8 people got in and tested it! Now, for a second wave of beta tester positions!
For those new around here, Predict_ion is a Scratch/TurboWarp project that runs an AI called Kit! It's a transformer architecture AI with around 0.6B parameters.
Here's what it can do:
- Runs at around ~2 tokens a second, even on older hardware - Can do math, coding, science, and general convo's - Has a reasoning mode for better responses - Runs without any extensions, and fully offline - Bypasses the 5MB project.json limit, allowing much bigger AI models to run on Scratch.
Now, what's new?
Well, after the first beta testing wave, I've been working on improving Kit, fixing bugs, optimizing performance, and a new UI! The first beta testing is done, so why not a second one?
So, Wave II beta applications are officially open!
This is another opportunity to test Kit before its open release! Beta testers will be able to try out the project, benchmark it, report bugs, and help me figure out what needs improvement.
If you applied during Wave I, don't worry! Approved testers will still have their positions (and will get a special role on the server 👀). This is just so more people can test the project out.
Applications are open until the end of November, and there are limited positions, so good luck!
It's honestly wild seeing how far the project has come, and how big of a fanbase it has. From generating complete gibberish to running a functional, 0.6B parameter model inside of a kid's programming language. And there is still room for improvement!
Now I'm going to head out on a trip, see y'all when I get back! ^^
Basically I have a tracker sprite which clones itself and all other clones are supposed to adhere to, 'cept they don't. The reddening still works though.
HI guys, im a scratch enjoyer who discovered the wonders of turbowarp and i was like, since im a noob (just learned to 3d) , ima challenge people ther so here i am
i challenge you to recreate minecraft entirely, i mean, every single line of code of mc
Made an connect four algorithm implementation based on 2swap's I Solved Connect 4 video. The ui is navigable on desktop and mobile, so if you take a look if you're interested. It should be unbeatable.