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I wanted to know whether there were any glitches or problems with huge lists. You see, I'm making a city game which allows you to build on 2401 tiles, therefore requiring huge lists to store all of the data. I might even think about increasing this to something larger.
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A list can run fine with 2400 items, it depends on what else will be in the game. It may have some trouble if you plan on running quite a few more tasks, but if the game is more on the simple side I'd guess it'd be okay.
Try asking Scratch to do a bunch of tasks including adding 2400 items to a list and see how it goes.
Last edited by stevetheipad (2012-06-30 12:54:24)
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Borrego6165 wrote:
I wanted to know whether there were any glitches or problems with huge lists. You see, I'm making a city game which allows you to build on 2401 tiles, therefore requiring huge lists to store all of the data. I might even think about increasing this to something larger.
I think lists wiht 10's of thousands of items are ok, someone (sorry, I forgot who) made something to say the first 20,000 digits of pi which was stored in a list.
PS. See my gibberish generator V2 for a huge list (well, you will need to put a long string into it).
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thanks you two! but what does stevetheipad mean by "Moreno"
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Borrego6165 wrote:
thanks you two! but what does stevetheipad mean by "Moreno"
Ooops, that's auto correct's fault. It was supposed to say "more on".
Last edited by stevetheipad (2012-06-30 12:55:09)
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If you have massive lists, your project will take a very long time to save, but it won't disrupt program function.
Ive filled lists to I think 18000 items before, so its fine. And coolhogs, lists don't restart all over.
2400 items is nothing, that probably wont even lag the saving.
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Wes64 wrote:
If you have massive lists, your project will take a very long time to save, but it won't disrupt program function.
Ive filled lists to I think 18000 items before, so its fine. And coolhogs, lists don't restart all over.
2400 items is nothing, that probably wont even lag the saving.
woah! 18000 tiles here I come...
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Wes64 wrote:
If you have massive lists, your project will take a very long time to save, but it won't disrupt program function.
Ive filled lists to I think 18000 items before, so its fine. And coolhogs, lists don't restart all over.
2400 items is nothing, that probably wont even lag the saving.
I had a list that was 360 long that lagged the saving, probably because the list contained 172,800 characters.
@Borrego165, if the items are one character long, unless you have over 50,000 items, it won't lag.
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well the value's minimum is 0 and maximum is 57. each number represents a building, except 0 means "no stamp". if a tile has no stamp, that means that it is part of another building. You see, unlike other city games this allows you to place structures of more than 1 sized tile. so you could have 2X3 for example, and it would remember to only stamp the top corner.
Here's what I'm on about.
Last edited by Borrego6165 (2012-06-30 17:57:26)
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JJROCKER wrote:
I've had my internet crash because I made something that can make unlimited lists
epic fail... was it worth it though?
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You can probably do that with lists but not variables with numbers, because some scripts can cause the variable to ascend all the way to infinity and will cause Scratch to freeze.
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