This is a test demonstrating the possibility of multiplayer games over the Scratch Network. - Have two Users that can use Cloud Data play the game. - Have them both choose different players (so signal is not interrupted) - Use WASD to move around
NOTES: # Status Variable will be added to identify when one player is being played to prevent interruption # The less variables = The less latency # By encrypting and embedding data in variables, you could (theoretically) have only two variables for Cloud Data, thus reducing latency dramatically. # You could also create a system that is constantly updating the variables, also reducing latency (so some sort of server code).