This way it is possible to make multiple variables mid-game and allow finally displaying an unlimited number of saved settings (settings already can be done this way, so why not functions?)
What you’re describing here effectively comes down to either an array or an object (https://github.com/microsoft/arcade-block-objects). The variables map to ‘normal’ javascript variables, which are all defined at declaration – it is uncommon to have dynamic variable names in programming languages as arrays / objects / maps cover that use case more accurately.
The case you mentioned (set variable0, set variable1, set variable2) is an example of when you would use an array – you create one and then index into it to grab values.
For arbitrary / non integer values, you would use objects to store groups of values - you keep around one variable and store things on top of that. (It’s possibly worth noting this is significantly slower, in particular on hardware, than using arrays and normal variables - something on the order of like 10-100 times longer to access the variable).
Sure I can make a temporary variable that will store an array value and then repeat that but increase the index that it is collecting by one. However when I need to destroy said sprites it will only work once. That is kind of a bummer. Any way to avoid this?
also, instead of the repeat block, there are two other loop blocks that will more easily handle these; this one will do something once for each value in list:
as will this, except this gives you an index as well (like you were doing manually with ‘selector’)