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#1 2012-10-07 04:57:08

Borrego6165
Scratcher
Registered: 2011-03-10
Posts: 1000+

I need assurance of how cloud variables will work in Scratch 2.0.

I'm really confused about how they work, and I really want to know so that I can decide whether to include online mayor tradings between cities for my next Generation:X game.

1) Would cloud variables be able to do this:

A mayor mines some coal. This appears in an online variable. Another mayor needs coal. The variables detect each other, and they can begin trading, and over time the coal amount goes out of the first mayor's collection and into the second.

2) How much would cloud variables affect game performance?

3) Would both players have to be online at the same time each time the variables need to update, if that's the case then instead of selling/receiving an amount of coal per month, they would have to trade one huge amount.


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#2 2012-10-07 05:00:43

Gravitation
New Scratcher
Registered: 2012-09-26
Posts: 500+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

1) Yes, but you'll need to program it yourself.
2) Not much, I think they automatically update every second.
3) No.

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#3 2012-10-07 05:09:52

jontmy00
Scratcher
Registered: 2011-11-28
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

They update every 2 seconds. And did you know that you can only create up to 300 clones, then it will no longer clone?


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#4 2012-10-07 07:28:44

Borrego6165
Scratcher
Registered: 2011-03-10
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

well I knew I'd have to program it or Scratch would be too easy  tongue  and 300 clones??? luckily I found a new way that only requires about 60, because my original incentive was to use like 500+.

One last thing, when cities are saved online would there be an online storage limit?


Generation:4001 Build a beautiful city, with over 50 objects and over 10000 tiles per city! This simulates traffic, pollution, tourism, crime and more!

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#5 2012-10-07 07:47:07

chongyian
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Registered: 2012-05-08
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

hopefully, that cloud thing doesn't lag...

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#6 2012-10-07 07:52:57

roijac
Scratcher
Registered: 2010-01-19
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

the big question is how limiting it's going to be about storage (users could spam the server with GBs of random lists) and if there's gonna be an API (for M30W or Itchy++, for example)

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#7 2012-10-07 07:56:41

jontmy00
Scratcher
Registered: 2011-11-28
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

Borrego6165 wrote:

well I knew I'd have to program it or Scratch would be too easy  tongue  and 300 clones??? luckily I found a new way that only requires about 60, because my original incentive was to use like 500+.

One last thing, when cities are saved online would there be an online storage limit?

Yes, 300 per sprite.


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#8 2012-10-07 09:59:23

Molybdenum
Scratcher
Registered: 2012-06-17
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

Borrego6165 wrote:

well I knew I'd have to program it or Scratch would be too easy  tongue  and 300 clones??? luckily I found a new way that only requires about 60, because my original incentive was to use like 500+.

One last thing, when cities are saved online would there be an online storage limit?

Aww, 300 clones? That's barely enought to make mine- Oh wait. Thats not enough to make a multiplayer plat- Oh wait.
I guess 300 is enough.

And I really think we might need a storage limit. What if someone made a project like "try to overload the servers!" with a bunch of sprites adding entries to a cloud list.


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#9 2012-10-07 10:25:45

Wes64
Scratcher
Registered: 2011-08-19
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

jontmy00 wrote:

Borrego6165 wrote:

well I knew I'd have to program it or Scratch would be too easy  tongue  and 300 clones??? luckily I found a new way that only requires about 60, because my original incentive was to use like 500+.

One last thing, when cities are saved online would there be an online storage limit?

Yes, 300 per sprite.

in that case is there a possibility that a massive multitude of clones could crash the player?


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#10 2012-10-07 11:21:29

Borrego6165
Scratcher
Registered: 2011-03-10
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

I hope the limit ain't too harsh, it'd be cool for mayors to trade things and allow other players to explore each other's cities. If it does work, I'll make a 'Game Mode' and an 'Explore Mode', Game Mode can only be accessed if you're the creator (there will be a password) and guests can only access Explore Mode if the creator has allowed this feature on. I just hope cloud variables allow this


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#11 2012-10-08 13:25:13

sccar3
Scratcher
Registered: 2008-09-04
Posts: 100+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

jontmy00 wrote:

They update every 2 seconds. And did you know that you can only create up to 300 clones, then it will no longer clone?

2 seconds!? That ruins my dream of making a multiplayer game.


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#12 2012-10-08 23:11:56

TorbyFork234
Scratcher
Registered: 2012-03-01
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

Molybdenum wrote:

Aww, 300 clones? That's barely enought to make mine- Oh wait. Thats not enough to make a multiplayer plat- Oh wait.
I guess 300 is enough.

You know there is such a thing as stamping, so you would just need the coordinates of each player and stamp it on the screen....

And I really think we might need a storage limit. What if someone made a project like "try to overload the servers!" with a bunch of sprites adding entries to a cloud list.

I'm guessing that it's going to have a 10Mb limit on the cloud variables, but that's only a guess

sccar3 wrote:

jontmy00 wrote:

They update every 2 seconds. And did you know that you can only create up to 300 clones, then it will no longer clone?

2 seconds!? That ruins my dream of making a multiplayer game.

All multiplayer games have about a second delay inbetween the information sent, so no it doesn't. You would just need to have a way to deal with it.

Last edited by TorbyFork234 (2012-10-08 23:13:01)

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#13 2012-10-09 13:35:59

scimonster
Community Moderator
Registered: 2010-06-13
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

jontmy00 wrote:

They update every 2 seconds. And did you know that you can only create up to 300 clones, then it will no longer clone?

How'd you come up with 2 seconds? Oh yeah, that's for people using Windows. On Linux, it's instant. Nya nya.

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#14 2012-10-09 15:48:39

ImagineIt
Scratcher
Registered: 2011-02-28
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

Gravitation wrote:

1) Yes, but you'll need to program it yourself.
2) Not much, I think they automatically update every second.
3) No.

Pretty much this, but it's two seconds.

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#15 2012-10-09 15:50:08

ImagineIt
Scratcher
Registered: 2011-02-28
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

scimonster wrote:

jontmy00 wrote:

They update every 2 seconds. And did you know that you can only create up to 300 clones, then it will no longer clone?

How'd you come up with 2 seconds? Oh yeah, that's for people using Windows. On Linux, it's instant. Nya nya.

Come on! Why can't we get it to be instant?!

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#16 2012-10-09 15:58:10

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

ImagineIt wrote:

scimonster wrote:

jontmy00 wrote:

They update every 2 seconds. And did you know that you can only create up to 300 clones, then it will no longer clone?

How'd you come up with 2 seconds? Oh yeah, that's for people using Windows. On Linux, it's instant. Nya nya.

Come on! Why can't we get it to be instant?!

It can't be instant because, even though it takes a fraction of a second for information to be sent to the scratch website, there will be multiple cloud variable and the scratch servers need that time to organize and to interpret all of the information. That's why cloud variables don't update instantly, or at least that's what I hypothesize.


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#17 2012-10-09 16:03:31

Borrego6165
Scratcher
Registered: 2011-03-10
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

ErnieParke wrote:

ImagineIt wrote:

scimonster wrote:


How'd you come up with 2 seconds? Oh yeah, that's for people using Windows. On Linux, it's instant. Nya nya.

Come on! Why can't we get it to be instant?!

It can't be instant because, even though it takes a fraction of a second for information to be sent to the scratch website, there will be multiple cloud variable and the scratch servers need that time to organize and to interpret all of the information. That's why cloud variables don't update instantly, or at least that's what I hypothesize.

so what's linux got to do with it? they use the same servers


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#18 2012-10-09 16:16:44

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

Borrego6165 wrote:

ErnieParke wrote:

ImagineIt wrote:


Come on! Why can't we get it to be instant?!

It can't be instant because, even though it takes a fraction of a second for information to be sent to the scratch website, there will be multiple cloud variable and the scratch servers need that time to organize and to interpret all of the information. That's why cloud variables don't update instantly, or at least that's what I hypothesize.

so what's linux got to do with it? they use the same servers

I had never said anything about linux, and I don't think that the linux website has to handle millions of projects and games. Anyway, remember, this is just an idea.


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#19 2012-10-10 16:45:24

ImagineIt
Scratcher
Registered: 2011-02-28
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

Borrego6165 wrote:

I hope the limit ain't too harsh, it'd be cool for mayors to trade things and allow other players to explore each other's cities. If it does work, I'll make a 'Game Mode' and an 'Explore Mode', Game Mode can only be accessed if you're the creator (there will be a password) and guests can only access Explore Mode if the creator has allowed this feature on. I just hope cloud variables allow this

It's possible if you know how to program it. It's pretty simple.

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#20 2013-02-03 18:08:54

Bfoot
Scratcher
Registered: 2012-11-06
Posts: 12

Re: I need assurance of how cloud variables will work in Scratch 2.0.

If you had an old 1.4 version and you wanted to update the normal variables to cloud variables, what would you do? Is there no difference?


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#21 2013-02-03 18:10:59

Bfoot
Scratcher
Registered: 2012-11-06
Posts: 12

Re: I need assurance of how cloud variables will work in Scratch 2.0.

Also, are lists variables? Do they store in the cloud?


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#22 2013-02-03 18:56:55

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

Bfoot wrote:

Also, are lists variables? Do they store in the cloud?

No, lists are not variables, and yes, there are also cloud lists.


ErnieParke wrote:

Borrego6165 wrote:

ErnieParke wrote:


It can't be instant because, even though it takes a fraction of a second for information to be sent to the scratch website, there will be multiple cloud variable and the scratch servers need that time to organize and to interpret all of the information. That's why cloud variables don't update instantly, or at least that's what I hypothesize.

so what's linux got to do with it? they use the same servers

I had never said anything about linux, and I don't think that the linux website has to handle millions of projects and games. Anyway, remember, this is just an idea.

I just realized that I had completely misinterpreted you. So what I should've said is that Linux computers should expect about as much lag as any other computer.

Last edited by ErnieParke (2013-02-03 18:58:31)


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#23 2013-02-04 01:12:04

Borrego6165
Scratcher
Registered: 2011-03-10
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

okay!


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#24 2013-02-04 08:28:18

scimonster
Community Moderator
Registered: 2010-06-13
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

roijac wrote:

the big question is how limiting it's going to be about storage (users could spam the server with GBs of random lists) and if there's gonna be an API (for M30W or Itchy++, for example)

Yes, there will be an API. I think /varserver/PROJECT_ID.

ErnieParke wrote:

Bfoot wrote:

Also, are lists variables? Do they store in the cloud?

No, lists are not variables, and yes, there are also cloud lists.


ErnieParke wrote:

Borrego6165 wrote:


so what's linux got to do with it? they use the same servers

I had never said anything about linux, and I don't think that the linux website has to handle millions of projects and games. Anyway, remember, this is just an idea.

I just realized that I had completely misinterpreted you. So what I should've said is that Linux computers should expect about as much lag as any other computer.

Something about how the computers are able to send information. Not literally instant, but maybe twice per second?

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#25 2013-02-04 15:48:38

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: I need assurance of how cloud variables will work in Scratch 2.0.

scimonster wrote:

ErnieParke wrote:

ErnieParke wrote:


I had never said anything about linux, and I don't think that the linux website has to handle millions of projects and games. Anyway, remember, this is just an idea.

I just realized that I had completely misinterpreted you. So what I should've said is that Linux computers should expect about as much lag as any other computer.

Something about how the computers are able to send information. Not literally instant, but maybe twice per second?

Well, this is what the Scratch Team has said, and the reason I think that it's not 1/2 seconds is because the Scratch servers are already handling a lot of traffic, and it's only going to increase the further we go on.


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