Cloud highscore system not working properly
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GameDev_Alex
Posted on January 22, 2024 • Advanced
☁️ Cloud highscore system issues
Hey everyone! I’m working on a ball-dodging game and trying to implement a global highscore system using cloud variables. The system doesn’t seem to work properly and I’m not sure what’s going wrong.
What I want to achieve:
- Global highscore that shows the highest score ever achieved by any player
- Proper cloud variable synchronization
- Real-time leaderboard updates
The cloud variables just don’t seem to update correctly. Any help would be greatly appreciated! 🙏
CloudVariable_Expert
Replied 3 hours later • ⭐ Best Answer
Great question @GameDev_Alex! Cloud variable issues are very common. Let me help you fix this step by step:
☁️ Cloud Variable System Flow
Here’s how a proper cloud highscore system should work:
🚨 Common Issues and Solutions
Issue 1: Writing too frequently
Cloud variables have a 0.1-second cooldown. Writing in loops causes failures.
❌ Wrong way:
forever set [☁ high score v] to (score) end
✅ Correct way:
when I receive [game over v] if <(score) > (☁ high score)> then set [☁ high score v] to (score) end
🔧 Step 1: Initialize Cloud Variables
Set up your cloud variable properly at the start:
when flag clicked wait until <(☁ high score) = (☁ high score)> if <(☁ high score) = []> then set [☁ high score v] to [0] end set [current high score v] to (☁ high score)
🎯 Step 2: Game Score Management
Track the player’s score during gameplay:
when flag clicked set [score v] to [0] set [game active v] to [true] forever if <(game active) = [true]> then // Your game logic here // Update score as needed end end
🏆 Step 3: Proper Highscore Update
Only update when the game ends and score is higher:
define update high score set [game active v] to [false] wait (0.1) seconds if <(score) > (☁ high score)> then set [☁ high score v] to (score) set [current high score v] to (score) broadcast [new high score v] end
📺 Step 4: Display System
Create a proper display that updates in real-time:
when flag clicked forever if <not <(☁ high score) = (current high score)>> then set [current high score v] to (☁ high score) end set [display text v] to (join [High Score: ] (current high score)) wait (0.1) seconds end
🛠️ Step 5: Troubleshooting Tips
Variable Naming Issues:
There’s a known glitch with cloud variables. Try renaming your cloud variable:
// Instead of ☁ high score, try: // ☁ global_highscore // ☁ best_score // ☁ top_score
Connection Issues:
define check cloud connection set [☁ test v] to [1] wait (0.2) seconds if <(☁ test) = [1]> then set [cloud connected v] to [true] else set [cloud connected v] to [false] end
This should fix your cloud highscore system! Remember the 0.1-second rule and avoid writing in loops. 😊
GameDev_Alex
Replied 45 minutes later
@CloudVariable_Expert This is incredibly helpful! Thank you so much! 🎉
I implemented your solution and the cloud highscore is working perfectly now. The 0.1-second timing was exactly the issue I was having.
One follow-up question - is there a way to show a leaderboard with multiple top scores instead of just the single highest?
Leaderboard_Master
Replied 2 hours later
@GameDev_Alex Great question! For multiple scores, you can use encoded cloud variables:
// Store top 5 scores as: score1,score2,score3,score4,score5 define add to leaderboard (new score) set [temp scores v] to (☁ leaderboard) set [scores list v] to [] // Split the string and insert new score in correct position // Then rejoin and save back to ☁ leaderboard
This gets complex quickly though. For simpler projects, stick with single highscore! ✨
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Cloud Features
Excellent discussion on cloud variables! For those ready to implement even more sophisticated systems, our experts can help with:
- 🏆 Multi-tier leaderboards
- 📊 Real-time player statistics
- 🔐 Secure cloud data management
- 🌐 Cross-project data sharing
📚 Related Topics
- Building secure cloud leaderboards
- Advanced cloud variable techniques
- Troubleshooting cloud connectivity
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