PLEASE RUN IN TURBOWARP; VANILLA SCRATCH CANNOT RUN THIS PROJECT: https://turbowarp.org/1378889163/editor?fps=60 Hello Scratchers! A while ago, younger me had dreams for a very ambitious game - and not even just for Scratch. I had planned for a reactive environment that can easily be lit up and tinted per-pixeI. I soon realized that to accomplish the level of detail I would want, I would need a shader. Which Scratch doesn't support. I quickly scrapped the game concept and moved onto more reasonably sized projects. Years later, some friends and much-more-experienced-I decided to try and make the game for real. While we eventually decided to make the game on an actual game engine, Godot, I decided to do the impossible regardless: Make a shader without multithreading, in Scratch. Utilizing griffpatch's Color Detection "scanner" sprite, I made a somewhat- advanced renderer in Scratch compatible with lights and individually filtered pixels. Is it horribly laggy even in Turbowarp? Yes. Does the scanning process take fourteen business days? Of course. Is the entire thing - literally - hanging by a single (CPU) thread? Absolutely. Feel free to use WITH CREDIT TO "VictiniTime" in any Scratch projects!
TO RENDER NEW IMAGES -Go into the scanner sprite -Upload or draw your own images -Rename the costume to "level.[next highest number; eg, 6]" -Show the list "LEVEL.USEABLE_LEVELS" -Add an item to this list at the number of the image [eg, item 6 for image 6] with the value "1" -Change the maximum slider value of "IMAGE.IMAGE_ID" to the number of images [eg, 6] BONUS - to disclude images from the scanning/rendering process, set the corresponding value of the costume in "LEVEL.USABLE_LEVELS" to "0" instead of "1", and vice versa.