So the first lines of the file costumeLibrary.json would look like: Now, go to each of the json files within the NaNmedialibraries and add the code \u0000 at the end of all the asset names (several search and replace actions might be needed from a text editor to cover the different extensions). In the NaNasset place the files from Scratch 2\media In the NaNmedialibraries place the following files from the Scratch standalone installation (Scratch 2\media\libs), although I believe only the json files are really required: I also found a way to access the libraries, or sort of:Ĭreate two subfolders hanging from the folder where the resulting swf is placed: I was able to load and save any local files Make sure you select "Show Scripts"Ħ.- Run the swf file from a browser or a player. I just called it Default.sb2Ĥ.- Go to and use the converter online or the offline one. You will get to the editor (you can also go directly to )ģ.- Select File-Download to your computer. What I have found is that using a project converted using junebeetle23 converter seems to work better than opening the default Scratch file directly. If you do, it will not import the content (only the file name) and the green flag above the game window will stop working. You don't have access to the sprite/sound libraries, you can save your project but you can't load a project. Open that file using a web browser that has flash support (chromium) directly or by dragging and dropping it into the browser window, while offline.Wonderful! Hopefully, all the Linux machines I encounter in the future have flash or chromium with pepper (the ones at the last event didn't have flash in Firefox and I didn't see any chromium icon in the app bar). Here's an archive of swf files for Scratch versions going right back:
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