FUNNY BART FREEE!!!!

Best viewed in Chrome and on a awful chromebook

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KAYODE HASEED bart explosion BASH KILL BIRDS be a amazon slave simulator






funny bart index

Funny barts are free to obtain. When a person receives a bart, the bart will create another of the being. The barts will continue to create more without stopping. Your Bart Meter will become unsafe when the quantity of bart is increasing. To be safety, you must exterminate the barts. The barts are not danger, but their aura is very danger. If the number of bart is exactly twenty-five, the Evil Demon Bart will arrive and destroy the victim who is in relation to the barts. Lisa is the Infector of bart, and she is the reason for the danger. Marge is the Bart Spawner, and she makes barts in the different way than usual. Homer is the Donut Demon and he has the Why You Little ability to exterminate the bart. Maggie Simpson must not be interacted. Let the Maggie be alone until it is gone away.






how do you make a awful game like mine?

what i do usually is use Snail IDE. its just a mod of scratch with multiple advancments.

if your trying to make a game this is some stuff i use.

đź“‚ random google tutorial

Advanced Scratch Programming Guide

Learn advanced Scratch concepts: Data structures, messaging, clones, optimization, and more.
đź“‚ Variables and Lists

Variables and lists are key to advanced projects:

  • Use lists as arrays for storing game data (e.g., enemy health, positions).
  • Simulate multi-dimensional arrays by having one list store references to others.
  • Keep “global” variables for shared state and “local” variables for temporary use.
  • Optimize by reusing lists instead of creating new ones mid-project.

Example: Use two lists X_Positions and Y_Positions to track dozens of objects without creating separate sprites.

đź“‚ Broadcasting and Synchronization

Broadcasting lets you decouple your scripts:

  • Use broadcast and wait when you need scripts to run in sequence.
  • Create “event channels” (like GameStart, NextLevel, GameOver).
  • Chain broadcasts for state machines (menus → gameplay → results screen).
đź“‚ Clones and Object Management

Cloning allows you to simulate object-oriented behavior:

  • Create bullet systems by cloning one sprite multiple times.
  • Give each clone unique properties by storing their data in lists indexed by my clone ID.
  • Limit clones with conditions to prevent lag (e.g., max 300 clones).

Advanced tip: use a “clone pool” — recycle clones instead of deleting and creating new ones.

đź“‚ Custom Blocks and Abstraction

Custom blocks (functions) make code reusable and clean:

  • Use parameters for flexible behaviors (e.g., “moveTo(x, y)”).
  • Enable “Run without screen refresh” for faster calculations.
  • Build your own math, physics, or AI helper blocks.
đź“‚ Data Structures

Scratch doesn’t have arrays or objects, but you can simulate them:

  • Use parallel lists (IDs, positions, health, etc.).
  • Serialize complex data as text (e.g., “10,20,30” split into values).
  • Build lookup tables for speed (store precalculated values in lists).
đź“‚ AI and Game Mechanics
  • Enemy AI: use sensing blocks to detect distance/angle to the player.
  • Pathfinding: approximate with grid maps stored in lists.
  • Physics: simulate gravity with velocity variables and floor detection.
  • Collision detection: compare distances or use overlapping costume checks.
đź“‚ Optimization

Big projects often lag — here’s how to optimize:

  • Reduce forever loops. Use broadcasts or timers where possible.
  • Group code into fewer scripts that handle multiple objects at once.
  • Turn off “draggable” on sprites unless needed.
  • Hide calculations inside custom blocks with “run without screen refresh.”
đź“‚ Advanced Graphics
  • Use pen extension for drawing shapes, graphs, or dynamic UIs.
  • Implement raycasting for pseudo-3D effects.
  • Preload assets in costumes for faster switching.
đź“‚ TurboWarp Enhancements

TurboWarp extends Scratch capabilities:

  • Run projects at 60fps for smooth visuals.
  • Use JavaScript extensions to add new blocks.
  • Export as HTML/ZIP to share projects outside Scratch.
  • Enable compiler settings for 10x faster performance.
đź“‚ Project Architecture

Large projects require careful planning:

  • Separate code into “systems” (input, AI, rendering, sound).
  • Keep naming consistent for variables and lists.
  • Document code by adding comments to scripts.
  • Prototype small features before merging into the main project.

Master these advanced concepts to build large-scale games, simulations, and interactive applications entirely in Scratch.

these are some custom extenstions i have made for scratch and mods of it. (if a mod asks for a link just paste in the link of it, otherwise download the script.)










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