Project "Hero Squad" (Keyboard Only) Click the screen to select a mode. Press space to see some sliders that allow you to change your Health value, as well as your player color. These changes should be represented across all copies of the project. Special Features: *Ghost Mode If a game is full, you can still see the four online players in Ghost Mode. As the name implies, nobody can see you. *Single Player Mode This engine has a single player mode that allows you to play without writing or reading cloud values. *Spectator Mode (Not yet started) With this mode, any player connected to the cloud (Active players and ghosts) can choose to center their camera around one of the four active players by reading that player's values and copying them to their own. This project is a version of the Scratch RPG engine updated to episode 10, with all of its editor features removed. I have a separate project with the editor only, and I can simply import my new store data lists into this project. A funny little story: Just for some reassurance, I set myself up a "Multiplayer Alarm" that made noise when I ran the game and it rendered a player that wasn't me. When it went off, I knew that the cloud code worked even if I was looking at another tab.
New version here! https://scratch.mit.edu/projects/851967225/ This version of Griffpatch's cloud multiplayer engine functions as follows (It doesn't use clones!): The Cloud sprite writes your data, reads other players' data, and compiles it all into a cloud data list. (cdata) cdata contains four values for each player. Cloud value, letter#, offline value, and last value. The cdata list uses a letter# for each player instead of cloned buffer lists, and will simply resume reading each player's value from where it left off. If the Cloud values don't change, then the cdata list will increment each respective offline value. This replaces the cloned offline variable of the original Cloud Multiplayer Engine. As the cdata list reads through each Cloud value, it updates a global Player Data list (PDATA) that will be used to render each player. The Squad sprite will read the PDATA list in order to render all player-related things, such as: Username (Not yet used) Color Effect Area ID Health Player X Player Y sprite direction Costume Layer Seeing as the rest of the RPG engine manages to work without clones, I wanted to see if the cloud engine could function without clones as well.