Discuss Scratch

CoolPenguin10
Scratcher
30 posts

User-Specific Cloud Variables

Before Scratch essentially killed cloud data, there were some really cool projects that allowed users to save their progress with cloud data. I was wondering if it would be possible to create cloud variables that were stored to the user's profile instead of the projects. That way, you could quite literally save your data and then load it after coming back. It would be very useful for idle games and platformers with lots of levels.

set [user: Coins v] to (coins)

A lot of people are doing this, so I am too.
level (1)\ \ \ \ \ \ \ \ \ \ \ \ \ :: hat :: motion
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last updated: [May v] (10) (2019):: cap :: motion

completed levels :: hat :: extension {
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AFNNetworkK12
Scratcher
1000+ posts

User-Specific Cloud Variables

CoolPenguin10 wrote:

Before Scratch essentially killed cloud data, there were some really cool projects that allowed users to save their progress with cloud data. I was wondering if it would be possible to create cloud variables that were stored to the user's profile instead of the projects. That way, you could quite literally save your data and then load it after coming back. It would be very useful for idle games and platformers with lots of levels.

set [user: Coins v] to (coins)
No support. I think this would make a workaround for private messaging:
ask [Enter message] and wait
if <(username) = [AFNNetworkK12]> then
set [user1: Message1 v] to (answer)
end
if <(username) = [AFNNetworkK12]> then
set [user2: Message2 v] to (answer)
end
And they would tell them to send the message then unshare it then share unshare then share to create private messaging.

AFN!


| Okay | Hobbyist | Introvert | Active | OK! |


HELLO
StrangeMagic32
Scratcher
1000+ posts

User-Specific Cloud Variables

AFNNetworkK12 wrote:

CoolPenguin10 wrote:

Before Scratch essentially killed cloud data, there were some really cool projects that allowed users to save their progress with cloud data. I was wondering if it would be possible to create cloud variables that were stored to the user's profile instead of the projects. That way, you could quite literally save your data and then load it after coming back. It would be very useful for idle games and platformers with lots of levels.

set [user: Coins v] to (coins)
No support. I think this would make a workaround for private messaging:
ask [Enter message] and wait
if <(username) = [AFNNetworkK12]> then
set [user1: Message1 v] to (answer)
end
if <(username) = [AFNNetworkK12]> then
set [user2: Message2 v] to (answer)
end
And they would tell them to send the message then unshare it then share unshare then share to create private messaging.
I don't think that is what they meant…

I believe they meant that it would save the variable only for the user that is using it and any user variable would only correspond with the user that activates it (probably confusing)


“Remember the worth of souls is great in the sight of God;”
- Doctrine and Covenants 18:10


I have since moved to @JollyWinter
AFNNetworkK12
Scratcher
1000+ posts

User-Specific Cloud Variables

StrangeMagic32 wrote:

AFNNetworkK12 wrote:

CoolPenguin10 wrote:

Before Scratch essentially killed cloud data, there were some really cool projects that allowed users to save their progress with cloud data. I was wondering if it would be possible to create cloud variables that were stored to the user's profile instead of the projects. That way, you could quite literally save your data and then load it after coming back. It would be very useful for idle games and platformers with lots of levels.

set [user: Coins v] to (coins)
No support. I think this would make a workaround for private messaging:
ask [Enter message] and wait
if <(username) = [AFNNetworkK12]> then
set [user1: Message1 v] to (answer)
end
if <(username) = [AFNNetworkK12]> then
set [user2: Message2 v] to (answer)
end
And they would tell them to send the message then unshare it then share unshare then share to create private messaging.
I don't think that is what they meant…

I believe they meant that it would save the variable only for the user that is using it and any user variable would only correspond with the user that activates it (probably confusing)
Still, no support. I like advanced, and there are workarounds.

AFN!


| Okay | Hobbyist | Introvert | Active | OK! |


HELLO
imfh
Scratcher
1000+ posts

User-Specific Cloud Variables

AFNNetworkK12 wrote:

-snip-
Still, no support. I like advanced, and there are workarounds.
There are no exact workarounds actually. This would be quite useful as part of a cloud save feature. On projects with many users, cloud data cannot be used as a workaround. If a project has 100 users who want to save, each user has only 25.6 digits to store their username and save code. Usernames alone can be up to 20 characters long, and each of those characters usually takes 2 digits of cloud data each. Sure it might work for small save codes such as in platformers where only the level needs to be saved, but what happens if the project gets more viewers? At 500 views each user only gets about 5 digits, not even enough to store a 3 character username! With this idea, the number of viewers wouldn’t matter; the more people use who the project the more data can be stored.

Scratch to Pygame converter: https://scratch.mit.edu/discuss/topic/600562/
AFNNetworkK12
Scratcher
1000+ posts

User-Specific Cloud Variables

imfh wrote:

AFNNetworkK12 wrote:

-snip-
Still, no support. I like advanced, and there are workarounds.
There are no exact workarounds actually. This would be quite useful as part of a cloud save feature. On projects with many users, cloud data cannot be used as a workaround. If a project has 100 users who want to save, each user has only 25.6 digits to store their username and save code. Usernames alone can be up to 20 characters long, and each of those characters usually takes 2 digits of cloud data each. Sure it might work for small save codes such as in platformers where only the level needs to be saved, but what happens if the project gets more viewers? At 500 views each user only gets about 5 digits, not even enough to store a 3 character username! With this idea, the number of viewers wouldn’t matter; the more people use who the project the more data can be stored.
No support still. I don't really have a use for it and I would rather to be used to my old ways.

AFN!


| Okay | Hobbyist | Introvert | Active | OK! |


HELLO
colinmacc
Scratcher
1000+ posts

User-Specific Cloud Variables

I would support this. User specific cloud variables would be incredibly useful for saving progress. If not cloud variables, then some way of using local storage to save user specific data inside the browser.

Sample Projects

CoolPenguin10
Scratcher
30 posts

User-Specific Cloud Variables

AFNNetworkK12 wrote:

No support still. I don't really have a use for it and I would rather to be used to my old ways.
Why not? It would allow for easy data saving, and passwords (in games, of course) would be a thing of the past.

A lot of people are doing this, so I am too.
level (1)\ \ \ \ \ \ \ \ \ \ \ \ \ :: hat :: motion
posts: [27] out of [50] [#4a6cd4] [#4a6cd4] [#4a6cd4] [#4a6cd4] [#4a6cd4] [#FFFFFF] [#FFFFFF] [#FFFFFF] [#FFFFFF] [#FFFFFF]::motion
last updated: [May v] (10) (2019):: cap :: motion

completed levels :: hat :: extension {
none::grey
mica43683
Scratcher
500+ posts

User-Specific Cloud Variables

Support, this would be great for some games that I'm working on.

I got a lot of compliments on my last signature, and I think that's kind of strange. I wrote it when I was 12 and it wasn't very good. I acted like PS4 controllers were the epitome of human technology, for God's sake! I tried too hard to be philosophical, or maybe I tried too hard to be funny, or maybe it was something else. But that signature was bad. It wasn't good. It might be strange for some of you to hear this, seeing as this site is full of kids, but 12-year-old me was practically a baby. I think that's something you realise when you grow up. That you're always better than you were last year. I was looking through old Skype messages between me and a friend of mine from when we were 12, and as I read them, I couldn't stop thinking, “Woah. I was the worst.” It's important to know that you're always the worst. I can almost guarantee that future you is thinking negatively of you right now, just as future me is thinking negatively of me. It's important not to let that get to you. Remember to stay in the present. Tomorrow hates you, but it can't hurt you because you'll never get to tomorrow. When I was 10 or 11, I remember seeing the world very cynically. I thought that human life was inherently selfish, and that we were only put on this planet to destroy it. I'm so glad 10 or 11 year old me is gone, because 17 year old me would NOT get along with that kid.
-CodePro-
Scratcher
100+ posts

User-Specific Cloud Variables

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