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- qwerty116
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100+ posts
User Variables & User Lists (rather than Cloud variables/lists)
or cloud.And TurboWarp will only let you use cloud variables only for storage exactly.
EDIT: actually when it is packaged it uses local storage, and when unpackaged it uses wss://clouddata.turbowarp.org for cloud.
EDIT: EDIT: When it is packaged it uses local storage, and when unpackaged it uses wss

Last edited by qwerty116 (April 28, 2022 17:51:47)
- scratchering_coder
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500+ posts
User Variables & User Lists (rather than Cloud variables/lists)
BIG Support + bump
- TheCoolCreeper
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100+ posts
User Variables & User Lists (rather than Cloud variables/lists)
Huge support. Save codes are miserable. If you implement them really well you can keep them pretty condensed, but there's a lot that just can't be included. For example, in a large project I'm developing with @Pciphidic, we have volume options for sound & music. Adding these to the save code would be really hard, and even then they wouldn't be respected until you went to the menu and loaded your code! So if someone quiets the project, then refreshes, it'll be back to full volume. This isn't TOO awful, but considering that I'm hoping to add options like button mapping, it's really not ideal. Just being able to store the player's options in a user variable that can be read when the project starts would be huge, and open up loads of options!
Last edited by TheCoolCreeper (May 26, 2022 14:09:35)
- Just_A_Cow
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2 posts
User Variables & User Lists (rather than Cloud variables/lists)
We Need This
- randomcoder234
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77 posts
User Variables & User Lists (rather than Cloud variables/lists)
support
- qwerty116
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100+ posts
User Variables & User Lists (rather than Cloud variables/lists)
support (again)
- jamsyjoyride
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1 post
User Variables & User Lists (rather than Cloud variables/lists)
Support 

- Scratchedbyyou
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100+ posts
User Variables & User Lists (rather than Cloud variables/lists)
i support, i need my progress saved in other people's games
Old post ^
Great for saving progress in games
Old post ^
Great for saving progress in games
Last edited by Scratchedbyyou (Oct. 15, 2024 16:37:06)
- Scratchedbyyou
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100+ posts
User Variables & User Lists (rather than Cloud variables/lists)
bump
- pinkballoon07
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20 posts
User Variables & User Lists (rather than Cloud variables/lists)
I'm definitely supporting!!! 


Edit: The reason is because things like this would make projects so much easier to create.



Edit: The reason is because things like this would make projects so much easier to create.
Last edited by pinkballoon07 (Oct. 13, 2022 20:55:22)
- -yeldarbnivot-
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25 posts
User Variables & User Lists (rather than Cloud variables/lists)
Support, would be very useful for save data
- Red_Firework
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100+ posts
User Variables & User Lists (rather than Cloud variables/lists)
Bump
- ninjahanzo
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500+ posts
User Variables & User Lists (rather than Cloud variables/lists)
hello! this is a bump! 

- potatonugget21
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59 posts
User Variables & User Lists (rather than Cloud variables/lists)
Here's my own, slightly different proposal:
I suspect a more streamlined selector to switch between normal, cloud and this new type of variable would be needed, rather than having multiple checkboxes. This new type of variable will, similarly to cloud variables, store data on the cloud. But instead of making it needlessly accessible to all other scratchers, it's only stored on your Scratch account. This means that you can save your progress in a project, and come back to it on another device as long as you're logged into the same account. If nothing has been saved to any of the variables prior to loading the project, the initial values from when the project was last saved should be used. The values should only be read from your Scratch account when the project is first run and not updated in realtime. If the user is not logged in, they may be prompted to allow Scratch to fallback to LocalStorage instead.
This new type of variable would probably require some kind of limits, so here are my proposed limits:
No character type limit (like how cloud variables can only store numbers) - there is no need for such a limit as these new variables cannot be used to create chat rooms.
A character limit of 2048 - a generous limit allowing save data from a wide variety of games and projects, should be no need for a higher limit.
A maximum of 10 variables - same limit as cloud variables to keep it simple and prevent circumvention of the character limit my making an excessive number of variables.
A maximum number of 1 update per 5 seconds - to allow speedy saving without overloading Scratch's servers, if the variable has already been updated in the last 5 seconds, it will be queued up and will be updated after the 5 seconds have elapsed.
There should also be some way of clearing all the data saved straight from the project page, and a way to view all the projects that are storing data on your account and clear them data easily from your account settings. Users should also be able to disable these variables entirely, making them act like normal variables.
Some possible names I have come up with for this new type of variable are local variables, account variables, storage variables, user variables, save variables and profile variables.
I suspect a more streamlined selector to switch between normal, cloud and this new type of variable would be needed, rather than having multiple checkboxes. This new type of variable will, similarly to cloud variables, store data on the cloud. But instead of making it needlessly accessible to all other scratchers, it's only stored on your Scratch account. This means that you can save your progress in a project, and come back to it on another device as long as you're logged into the same account. If nothing has been saved to any of the variables prior to loading the project, the initial values from when the project was last saved should be used. The values should only be read from your Scratch account when the project is first run and not updated in realtime. If the user is not logged in, they may be prompted to allow Scratch to fallback to LocalStorage instead.
This new type of variable would probably require some kind of limits, so here are my proposed limits:
No character type limit (like how cloud variables can only store numbers) - there is no need for such a limit as these new variables cannot be used to create chat rooms.
A character limit of 2048 - a generous limit allowing save data from a wide variety of games and projects, should be no need for a higher limit.
A maximum of 10 variables - same limit as cloud variables to keep it simple and prevent circumvention of the character limit my making an excessive number of variables.
A maximum number of 1 update per 5 seconds - to allow speedy saving without overloading Scratch's servers, if the variable has already been updated in the last 5 seconds, it will be queued up and will be updated after the 5 seconds have elapsed.
There should also be some way of clearing all the data saved straight from the project page, and a way to view all the projects that are storing data on your account and clear them data easily from your account settings. Users should also be able to disable these variables entirely, making them act like normal variables.
Some possible names I have come up with for this new type of variable are local variables, account variables, storage variables, user variables, save variables and profile variables.
Last edited by potatonugget21 (March 26, 2024 17:17:33)
- progamer2win
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25 posts
User Variables & User Lists (rather than Cloud variables/lists)
How do get the User Variables????
- TheCoolCreeper
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100+ posts
User Variables & User Lists (rather than Cloud variables/lists)
Here's my own, slightly different proposal:
I suspect a more streamlined selector to switch between normal, cloud and this new type of variable would be needed, rather than having multiple checkboxes. This new type of variable will, similarly to cloud variables, store data on the cloud. But instead of making it needlessly accessible to all other scratchers, it's only stored on your Scratch account. This means that you can save your progress in a project, and come back to it on another device as long as you're logged into the same account. If nothing has been saved to any of the variables prior to loading the project, the initial values from when the project was last saved should be used. The values should only be read from your Scratch account when the project is first run and not updated in realtime. If the user is not logged in, they may be prompted to allow Scratch to fallback to LocalStorage instead.
This new type of variable would probably require some kind of limits, so here are my proposed limits:
No character type limit (like how cloud variables can only store numbers) - there is no need for such a limit as these new variables cannot be used to create chat rooms.
A character limit of 2048 - a generous limit allowing save data from a wide variety of games and projects, should be no need for a higher limit.
A maximum of 10 variables - same limit as cloud variables to keep it simple and prevent circumvention of the character limit my making an excessive number of variables.
A maximum number of 1 update per 5 seconds - to allow speedy saving without overloading Scratch's servers, if the variable has already been updated in the last 5 seconds, it will be queued up and will be updated after the 5 seconds have elapsed.
There should also be some way of clearing all the data saved straight from the project page, and a way to view all the projects that are storing data on your account and clear them data easily from your account settings. Users should also be able to disable these variables entirely, making them act like normal variables.
Some possible names I have come up with for this new type of variable are local variables, account variables, storage variables, user variables, save variables and profile variables.
I like this implementation a lot! One thing to note though is that user variables (that seems to be the general consensus on a name for these) would be a lot more costly than cloud variables, since every scratcher account could potentially have their own value to store (depending on a project's popularity), whereas cloud variables always only have one copy of the data at a time, no matter what. So user variables should probably have more restrictive limits than cloud variables do.
I agree with unrestricting the character type requirements, but you shouldn't get any more than 8 variables (since that's the limit cloud variables have) (apparently i'm insane, it is actually 10! I swear it got reduced to 8 at some point idk). Maybe even reducing it to 1-3 would be reasonable! Generally all of your save data would be compressed into one big code, so I don't think you would need that many variables.
Last edited by TheCoolCreeper (April 3, 2024 19:19:49)
- medians
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1000+ posts
User Variables & User Lists (rather than Cloud variables/lists)
This is a suggestion to add the feature, it does not exist yet. How do get the User Variables????
- 50_scratch_tabs
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1000+ posts
User Variables & User Lists (rather than Cloud variables/lists)
Support! Save codes are so annoying!
Also bump
Also bump
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