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- Mikegamecreater2020
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41 posts
I need help with this!!!
THIS IS URGENT!!! not really, but i’d really appreciate it if anyone could educate me on how you could create an owning system for features in a project. essentially, the ability to add scratchers to a ‘list’ when they complete a task; they will permanently own a thing when they are on this list, and scratchers that are NOT on the list simply don’t have that thing.
if you don’t get what i mean, basically:
Scratcher A has spent 100 in-project Coins to get an item. Even when they reload the project, they still own this item.
Scratcher B hasn’t done this yet. They don’t have it. When they try to do something other than spend the 100 Coins for the item, they won’t officially own it.
i’m working on a tower defence game which desperately wants this sort of system implemented. i know that this possibly has to do with cloud variables, and that cloud variables create an unofficial decoy of themselves when someone else sees inside the project. however, is there any way to make permanent lists that allow certain scratchers to access things in a project when others not on the lists cannot? it might be a bit complex, but i’m curious about it.
it’d be nice if there was both an explanation and an example image for it. i’ve already asked this question several times, but i really want answers as i plan to release my TD game BEFORE halloween. this is for those experienced scratchers that know how to implement and improvise with such features.
if you don’t get what i mean, basically:
Scratcher A has spent 100 in-project Coins to get an item. Even when they reload the project, they still own this item.
Scratcher B hasn’t done this yet. They don’t have it. When they try to do something other than spend the 100 Coins for the item, they won’t officially own it.
i’m working on a tower defence game which desperately wants this sort of system implemented. i know that this possibly has to do with cloud variables, and that cloud variables create an unofficial decoy of themselves when someone else sees inside the project. however, is there any way to make permanent lists that allow certain scratchers to access things in a project when others not on the lists cannot? it might be a bit complex, but i’m curious about it.
it’d be nice if there was both an explanation and an example image for it. i’ve already asked this question several times, but i really want answers as i plan to release my TD game BEFORE halloween. this is for those experienced scratchers that know how to implement and improvise with such features.
- Imakegamesalot
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53 posts
I need help with this!!!
I'm not sure if this is what you're looking for, because I never use lists (they scare me), but
For that, if someone gets the item:
Hope that helps!
thisismysignaturelol
For that, if someone gets the item:
Hope that helps!
thisismysignaturelol
Last edited by Imakegamesalot (Oct. 13, 2024 23:10:54)
- Cool_Dude2022
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500+ posts
I need help with this!!!
THIS IS URGENT!!! not really, but i’d really appreciate it if anyone could educate me on how you could create an owning system for features in a project. essentially, the ability to add scratchers to a ‘list’ when they complete a task; they will permanently own a thing when they are on this list, and scratchers that are NOT on the list simply don’t have that thing.
if you don’t get what i mean, basically:
Scratcher A has spent 100 in-project Coins to get an item. Even when they reload the project, they still own this item.
Scratcher B hasn’t done this yet. They don’t have it. When they try to do something other than spend the 100 Coins for the item, they won’t officially own it.
i’m working on a tower defence game which desperately wants this sort of system implemented. i know that this possibly has to do with cloud variables, and that cloud variables create an unofficial decoy of themselves when someone else sees inside the project. however, is there any way to make permanent lists that allow certain scratchers to access things in a project when others not on the lists cannot? it might be a bit complex, but i’m curious about it.
it’d be nice if there was both an explanation and an example image for it. i’ve already asked this question several times, but i really want answers as i plan to release my TD game BEFORE halloween. this is for those experienced scratchers that know how to implement and improvise with such features.
This is possible using save codes, or by using cloud variables. There are some pros and cons as to using cloud variables, like having a limit of 10 cloud variables per project and 256 characters per project which means you can only store (10*256=2560) 2560 characters. I know this sounds like a lot, but this brings me to my next con. You can only store numbers and maybe one or two special characters. Since there are only 10 single digits, and 26 letters of the alphabet, that means you have to double up numbers. ex. 10 = a, 11 = b, etc. This means you really only have 1280 characters to store. If I wanted to spell my username, cool_dude2022, it'd take up 26 numbers, and there are even longer usernames!
This brings me to the next option, save codes. The cons of these include having to save these for later, and maybe that it's not as automated. This means if you close out by accident, you might lose your code forever. I might be forgetting some cons, but that's the only one I can think about.
Here's a link to a cloud saving engine by @powercon5 : https://scratch.mit.edu/projects/54370388/
Here's a link to a save code engine by @Nividica : https://scratch.mit.edu/projects/29206654/
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