u/Pioneerose

▲ 19 r/scratch

Part 5 of SKETCHBEASTS: Added a new monster, Queenslaya! (My favorite one so far!)

Heyo, I just added a new monster to the game called Queenslaya, and she’s almost fully programmed and playable!

Originally she was supposed to have a roar sound, but I completely forgot to add one, so I ended up grabbing my acoustic guitar and recording a very quick improvised laugh sound effect in under a minute on the spot instead, and now she just has this strange guitar-based laugh that kind of replaces the roar entirely... and honestly, it slays.
This is my far the most difficult monster I've animated so far in this journey.

SKETCHBEASTS is my ongoing project where I’m building a roster of hand-drawn monster characters, each with their own weird logic and combat style, and Queenslaya is the first one that really feels like a main boss character to me. Feedback is welcome on the moveset, the laugh, or any ideas for future SKETCHBEASTS!

u/Pioneerose — 2 days ago
▲ 35 r/scratch

Part 4 of SKETCHBEASTS: Added a VS Screen and a new character, Totoyo!

Been cooking more chaos into my kaiju game SKETCHBEASTS

Just added a VS screen so fights now actually feel like two giant doodles are about to ruin each other’s day properly. Also did some visual updates across the board to make everything feel more like a living, scribbled notebook that got left open during a monster apocalypse.

And I added a new character: Totoyo!

Totoyo is a walking tank that said “jumping is overrated” and instead built a rotating turret and a personality made entirely of recoil physics. It can’t jump, but it absolutely refuses to care, because it turns the whole battlefield into its aiming problem instead.

Every monster in this game is slowly becoming its own weird rule-set, and Totoyo is basically: “what if positioning was a weapon and also a threat.”

Still very early, but it’s starting to feel like a real roster of weird notebook kaiju coming together!

u/Pioneerose — 10 days ago
▲ 15 r/scratch

Part 3 of SKETCHBEASTS: Added a new character and got part of the fighting engine working!

This time around, I already got a new character, Sherbet, and got 'em to fight!
As of now, Scrapling has two normal attacks, a punch and a kick,
and Sherbet has two normal attacks also, headbutt and ram, as well as an ice beam!

Next time, I'll probably be working on roaring (small power boost), and adding the rest of the moves for Sherbet and Scrapling!

u/Pioneerose — 11 days ago
▲ 53 r/scratch

Part 2 of SKETCHBEASTS: Just finished Scrapling’s walking/guard animation

Been continuing work on my weird little hand-drawn kaiju game.
This time I finished the walking/guard animation for Scrapling, the first playable monster so far.

Everything’s animated using a custom joint/rig system inspired by old Flash games instead of traditional sprite sheets, so most of the movement is actually being driven by code.

Still super early in development, but seeing the creature actually start moving around properly has been really satisfying!

u/Pioneerose — 11 days ago

Posting the animation engine behind my kaiju game for others to use!

https://scratch.mit.edu/projects/1299918306/

I’ve been working on a Scratch game called SKETCHBEASTS, which is basically a hand-drawn kaiju fighting game animated with a custom joint/rig system inspired by old Flash games.

A few people asked how the animation worked, so I decided to upload the engine separately for anyone who wants to experiment with it.

It’s pretty simple, easy to understand, and works surprisingly well for procedural creature animation, especially for weird little doodle monsters.

Feel free to remix it, break it, improve it, or create horrifying notebook creatures with it!

Requested by r/talkathonianjustin

u/Pioneerose — 11 days ago
▲ 126 r/scratch

Making a hand-drawn kaiju game in Scratch called SKETCHBEASTS

Been working on a weird little Scratch game called SKETCHBEASTS where notebook doodles become giant monsters and start flattening cities.

This is Scrapling, the first fully animated beast so far. Instead of using normal sprite animation, I’m animating everything with a custom joint/rig system inspired by old Flash games.

The plan is to have hand-drawn monsters, destructible sketchbook arenas, physics-heavy combat, and lots of chaotic scribble violence.

Still super early in development, but I finally got Scrapling’s idle animation working and wanted to share it!

What do you guys think?

u/Pioneerose — 12 days ago
▲ 22 r/scratch

https://pioneerose.itch.io/magical-armageddon-ongoing-version

Heyo everyone! I wanted to share a project I’ve been working on for a long time called Magical Armageddon.

It’s a physics-based fighting game where instead of traditional movement, you control your character using momentum and positioning. Combat is based on spinning, velocity, and timing your hits, so fights can get pretty chaotic—but still controllable once you get used to it.

Some features:

  • Weapons & armor builds (different stats and playstyles)
  • Special abilities (ranging from useful to completely unpredictable)
  • Campaign Mode with a 100-battle gauntlet and a final boss
  • 1v1 Mode for testing builds or playing with others
  • A bunch of different mechanics interacting at once (collision damage, velocity scaling, etc.)

One thing I experimented with a lot is using physics to drive gameplay instead of animations. The character doesn’t “walk” traditionally—movement is handled through velocity, while the legs use inverse kinematics to look like walking.

I’ve also been working on improving UI, controls, and overall feel based on feedback, so if you check it out, I’d definitely appreciate any thoughts!

u/Pioneerose — 17 days ago