***Well, I've now realized that this won't work with cloud because cloud variables can't have periods in them. I may fix this project, or you can use my Version 2, which has more features and is also better prepared to be added to your projects. You can find Version 2 here: https://scratch.mit.edu/projects/171307558/ Instructions in project. This is my "cloud" highscore engine. "Cloud" is in parentheses because the data are not actually saved to the cloud yet: unfortunately, I'm a New Scratcher, so I cannot yet use cloud data. However, once I gain full Scratcherhood, replacing the "cloud" variable with an actual cloud variable will make this a fully functioning highscore engine, capable of storing up to the top 200 users' times. For now, you can click the green flag to test the engine to see how it saves and displays the users and their times. You can also get save codes and load lists of "highscorers" from save codes. Features: - Will be able to store 200 entries in one cloud variable - Stores username, leaderboard place, and time in the cloud - Times can be up to 100000 seconds (27.8 hours) and are recorded with three decimal places, ideal for speedrunning, where every tenth counts. - Only one entry per user. The engine automatically updates the list so that only the fastest time accomplished by each user is stored.
All scripts by me. If you'd like to use this in your projects, feel free! But please do give credit. :) I'd like to correct any glitches or ways this engine might break, so please do your best to intentionally break it or make it glitch. I've patched everything I can think of. Notes: - The engine stores only the fastest time per user. So, if you enter the same name and a different time, you can see the list update. - If you enter characters that could not be in a Scratch username, this version of the engine replaces that character with an underscore. In actual games, this will not be necessary, as the script will use the "username" block.