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- superbuddy2
- Scratcher
100+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
Look at the script above.Foolproof list saving doesn't exist currently.(#438)That's a totally different suggestion that doesn't make sense and isn't implemented.(#432)But you would need this suggestion implemented for that to work because a reload would immediately clear this without this suggestion implemented.(#433)But what if you want it automatically inside the project while also not requiring the user to input it in manually? Also, it's only for the project. By the way, lists don't save automatically.(#3)right, but with several users writing to the cloud at once, it can sometimes cause collisions and mishaps. like in my internetz game, I frequently get complaints about data not being saved correctly, and when I investigate it comes down to two or more users saving data at the same time. so a cloud list is not a foolproof option for per-player saved data. As long as you do it right, cloud variables are a very effective method of saved games.
cookie variables sound like a very good idea, but there needs to be some kind of restriction to prevent unlimited storage of data to a browser's cache.
Cookies could be used as spyware, like if a seller knew that you were interested in buying something, it'd up the price. If they knew you were playing this game, game devs might be able to increase the price of their game.
Lists already save data to the computer's hard drive, so you could use that instead.
Edit: Ninja'd
All you need is this:when flag clicked
forever
replace (1) of [list name v] with (variable name)
end
when flag clicked
set [variable name v] to (list name :: list)
It's local and account specific, so if you logged onto a different account on the same device, or logged into the same account on a different device, the data would not be there, but if you reloaded or exited and re-entered the webpage on the same device and you are logged into the same account, the data would remain.
No, that's how list saving works.
Hi! This is my signature - @superbuddy2 - and I am taking applications for my Scratch Operating System, where I plan to make a full-on third-party app store. Go here to submit your application. Also there is a basic trailer here. I will also be publishing updates here.
Some tutorials and scripts.
Share your favourite projects or creators here, for the new Scratch Rewind series.
- 54387a
- Scratcher
1000+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
That script is either broken or hard to make work. Also, this suggestion is required in order for that to (possibly) work.Look at the script above.Foolproof list saving doesn't exist currently.(#438)That's a totally different suggestion that doesn't make sense and isn't implemented.(#432)But you would need this suggestion implemented for that to work because a reload would immediately clear this without this suggestion implemented.(#433)But what if you want it automatically inside the project while also not requiring the user to input it in manually? Also, it's only for the project. By the way, lists don't save automatically.(#3)right, but with several users writing to the cloud at once, it can sometimes cause collisions and mishaps. like in my internetz game, I frequently get complaints about data not being saved correctly, and when I investigate it comes down to two or more users saving data at the same time. so a cloud list is not a foolproof option for per-player saved data. As long as you do it right, cloud variables are a very effective method of saved games.
cookie variables sound like a very good idea, but there needs to be some kind of restriction to prevent unlimited storage of data to a browser's cache.
Cookies could be used as spyware, like if a seller knew that you were interested in buying something, it'd up the price. If they knew you were playing this game, game devs might be able to increase the price of their game.
Lists already save data to the computer's hard drive, so you could use that instead.
Edit: Ninja'd
All you need is this:when flag clicked
forever
replace (1) of [list name v] with (variable name)
end
when flag clicked
set [variable name v] to (list name :: list)
It's local and account specific, so if you logged onto a different account on the same device, or logged into the same account on a different device, the data would not be there, but if you reloaded or exited and re-entered the webpage on the same device and you are logged into the same account, the data would remain.
No, that's how list saving works.
Everything below the grey line right above is my signature. By the way, my signature isn't related to my post in case you didn't know.
Welcome to the world of @54387a!™
Try out my projects.
To donate an internet, go here.
Go here to check if your suggestion is rejected. To check if your topic is a duplicate, use ocular. Remember, don't post on irrelevant topics otherwise that's necroposting. By the way, if you feel like your project/studio was wrongfully taken down, tell the Scratch Team through Contact Us.
Whenever you see something that looks clearly offensive and/or something not Scratch-appropriate, report it.
Purple specimen
Creating Content since October 2022
1,000th post
silly me(Source)
- undeterminstic
- Scratcher
1000+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
Lists don't save across users reloading a project will reset the list to what it was before when you started using the projectLook at the script above.Foolproof list saving doesn't exist currently.(#438)That's a totally different suggestion that doesn't make sense and isn't implemented.(#432)But you would need this suggestion implemented for that to work because a reload would immediately clear this without this suggestion implemented.(#433)But what if you want it automatically inside the project while also not requiring the user to input it in manually? Also, it's only for the project. By the way, lists don't save automatically.(#3)right, but with several users writing to the cloud at once, it can sometimes cause collisions and mishaps. like in my internetz game, I frequently get complaints about data not being saved correctly, and when I investigate it comes down to two or more users saving data at the same time. so a cloud list is not a foolproof option for per-player saved data. As long as you do it right, cloud variables are a very effective method of saved games.
cookie variables sound like a very good idea, but there needs to be some kind of restriction to prevent unlimited storage of data to a browser's cache.
Cookies could be used as spyware, like if a seller knew that you were interested in buying something, it'd up the price. If they knew you were playing this game, game devs might be able to increase the price of their game.
Lists already save data to the computer's hard drive, so you could use that instead.
Edit: Ninja'd
All you need is this:when flag clicked
forever
replace (1) of [list name v] with (variable name)
end
when flag clicked
set [variable name v] to (list name :: list)
It's local and account specific, so if you logged onto a different account on the same device, or logged into the same account on a different device, the data would not be there, but if you reloaded or exited and re-entered the webpage on the same device and you are logged into the same account, the data would remain.
No, that's how list saving works.
yes
- superbuddy2
- Scratcher
100+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
(#445)If you go in to save the project then the list holds its value.Lists don't save across users reloading a project will reset the list to what it was before when you started using the projectLook at the script above.Foolproof list saving doesn't exist currently.(#438)That's a totally different suggestion that doesn't make sense and isn't implemented.(#432)But you would need this suggestion implemented for that to work because a reload would immediately clear this without this suggestion implemented.(#433)But what if you want it automatically inside the project while also not requiring the user to input it in manually? Also, it's only for the project. By the way, lists don't save automatically.(#3)right, but with several users writing to the cloud at once, it can sometimes cause collisions and mishaps. like in my internetz game, I frequently get complaints about data not being saved correctly, and when I investigate it comes down to two or more users saving data at the same time. so a cloud list is not a foolproof option for per-player saved data. As long as you do it right, cloud variables are a very effective method of saved games.
cookie variables sound like a very good idea, but there needs to be some kind of restriction to prevent unlimited storage of data to a browser's cache.
Cookies could be used as spyware, like if a seller knew that you were interested in buying something, it'd up the price. If they knew you were playing this game, game devs might be able to increase the price of their game.
Lists already save data to the computer's hard drive, so you could use that instead.
Edit: Ninja'd
All you need is this:when flag clicked
forever
replace (1) of [list name v] with (variable name)
end
when flag clicked
set [variable name v] to (list name :: list)
It's local and account specific, so if you logged onto a different account on the same device, or logged into the same account on a different device, the data would not be there, but if you reloaded or exited and re-entered the webpage on the same device and you are logged into the same account, the data would remain.
No, that's how list saving works.
Hi! This is my signature - @superbuddy2 - and I am taking applications for my Scratch Operating System, where I plan to make a full-on third-party app store. Go here to submit your application. Also there is a basic trailer here. I will also be publishing updates here.
Some tutorials and scripts.
Share your favourite projects or creators here, for the new Scratch Rewind series.
- undeterminstic
- Scratcher
1000+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
I know(#445)If you go in to save the project then the list holds its value.Lists don't save across users reloading a project will reset the list to what it was before when you started using the projectLook at the script above.Foolproof list saving doesn't exist currently.(#438)That's a totally different suggestion that doesn't make sense and isn't implemented.(#432)But you would need this suggestion implemented for that to work because a reload would immediately clear this without this suggestion implemented.(#433)But what if you want it automatically inside the project while also not requiring the user to input it in manually? Also, it's only for the project. By the way, lists don't save automatically.(#3)right, but with several users writing to the cloud at once, it can sometimes cause collisions and mishaps. like in my internetz game, I frequently get complaints about data not being saved correctly, and when I investigate it comes down to two or more users saving data at the same time. so a cloud list is not a foolproof option for per-player saved data. As long as you do it right, cloud variables are a very effective method of saved games.
cookie variables sound like a very good idea, but there needs to be some kind of restriction to prevent unlimited storage of data to a browser's cache.
Cookies could be used as spyware, like if a seller knew that you were interested in buying something, it'd up the price. If they knew you were playing this game, game devs might be able to increase the price of their game.
Lists already save data to the computer's hard drive, so you could use that instead.
Edit: Ninja'd
All you need is this:when flag clicked
forever
replace (1) of [list name v] with (variable name)
end
when flag clicked
set [variable name v] to (list name :: list)
It's local and account specific, so if you logged onto a different account on the same device, or logged into the same account on a different device, the data would not be there, but if you reloaded or exited and re-entered the webpage on the same device and you are logged into the same account, the data would remain.
No, that's how list saving works.
yes
- 54387a
- Scratcher
1000+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
However, if someone else uses it, it will revert to the owner's value when they reload. This suggestion is about adding a feature that'll make such a thing like that possible.(#445)If you go in to save the project then the list holds its value.Lists don't save across users reloading a project will reset the list to what it was before when you started using the projectLook at the script above.Foolproof list saving doesn't exist currently.(#438)That's a totally different suggestion that doesn't make sense and isn't implemented.(#432)But you would need this suggestion implemented for that to work because a reload would immediately clear this without this suggestion implemented.(#433)But what if you want it automatically inside the project while also not requiring the user to input it in manually? Also, it's only for the project. By the way, lists don't save automatically.(#3)right, but with several users writing to the cloud at once, it can sometimes cause collisions and mishaps. like in my internetz game, I frequently get complaints about data not being saved correctly, and when I investigate it comes down to two or more users saving data at the same time. so a cloud list is not a foolproof option for per-player saved data. As long as you do it right, cloud variables are a very effective method of saved games.
cookie variables sound like a very good idea, but there needs to be some kind of restriction to prevent unlimited storage of data to a browser's cache.
Cookies could be used as spyware, like if a seller knew that you were interested in buying something, it'd up the price. If they knew you were playing this game, game devs might be able to increase the price of their game.
Lists already save data to the computer's hard drive, so you could use that instead.
Edit: Ninja'd
All you need is this:when flag clicked
forever
replace (1) of [list name v] with (variable name)
end
when flag clicked
set [variable name v] to (list name :: list)
It's local and account specific, so if you logged onto a different account on the same device, or logged into the same account on a different device, the data would not be there, but if you reloaded or exited and re-entered the webpage on the same device and you are logged into the same account, the data would remain.
No, that's how list saving works.
Everything below the grey line right above is my signature. By the way, my signature isn't related to my post in case you didn't know.
Welcome to the world of @54387a!™
Try out my projects.
To donate an internet, go here.
Go here to check if your suggestion is rejected. To check if your topic is a duplicate, use ocular. Remember, don't post on irrelevant topics otherwise that's necroposting. By the way, if you feel like your project/studio was wrongfully taken down, tell the Scratch Team through Contact Us.
Whenever you see something that looks clearly offensive and/or something not Scratch-appropriate, report it.
Purple specimen
Creating Content since October 2022
1,000th post
silly me(Source)
- ssvbxx2
- Scratcher
100+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
Very useful for saving game data. Support.
I'm ssvbxx2. I make a variety of original projects: games, animations, etc.
(Tile Scrolling Project | Square Root Calculator | The Sound of Sorting)
Last edited by kaj (Next year 00:00:00)
- PaperMarioFan2022
- Scratcher
1000+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
Bump That was unnecesary…
Support. Because then you can store local variables and not have to worry about them getting hacked from the cloud.
(#449)You got that right
Snip anyone??? This is crazy.
Support. Because then you can store local variables and not have to worry about them getting hacked from the cloud.
Last edited by PaperMarioFan2022 (Dec. 25, 2023 16:28:41)
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- ajskateboarder
- Scratcher
1000+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
Bump
- EDawg2011
- Scratcher
1000+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
Support only if you were always able to delete or modify (Modifying these variables won't let you access cloud variables unless you delete them.) these variables to save space without having to reach the storage limit.
original post
original post
Last edited by EDawg2011 (Dec. 25, 2023 17:30:30)
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end
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- yadayadayadagoodbye
- Scratcher
1000+ posts
Cached Variables!! [Saved Games!] / Locally Saved Variables
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