Read all instructions. Ok, I decided to make a type of cloud multiplayer no one ever made before :D, not even @griffpatch So it's kind of a dedicated server with host migration, only that the host is chosen based of the player ID. Warning : there may be a lot of bugs, please comment down any bugs you find. Warning : This engine may be difficult to use if you are new to scratch. Warning: only scratchers can use this, new scratchers can' t interact with cloud :( use arrow keys to move the cat. - what's happening - It's kind of like a regular engine, but the difference is that the duck is in the same position for everyone -explanation- Ok, so this is a bit similar to my 0.4 cloudboy engine, but the code is improved, and instead of 10 players, it can handle 9 players or less (I made it handle 4 right now) since it uses a cloud variable called host. Host is a variable that only one user in the server is allowed to change. So if something in a game, like an enemy, has positions, that one user would use the enemy's position, costume etc.. on his screen, and then put it on host variable, and that variable would have everyone else's enemy, be at the same position as that host user. I made it this way so people can make lots of stuff with entities in their games being in the same position etc... as everyone else's screen, like actual games. - how to use - ok so you can change the player and online player sprites like you would on engines like @cloud-multiplayer or griffpatch's online one. then go to cloud and set max elements to ever how much data you want to send to cloud (I have it set as 4 - x position, y position, username, timer), and under player to cloud custom block, and use the add to cloud custom block to add stuff the player would send the cloud (maybe chat or something?), and inside the if host = 1 block, add stuff that the host player would change, like enemy or entity location :)