How to create a ping counter in Scratch for multiplayer games
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NetworkCoder92
Posted on October 4, 2024 • Advanced
🌐 Need help creating a ping counter for multiplayer
Hey everyone! I’m working on a multiplayer game in Scratch and want to add a ping counter to show network latency (like the ones you see in online games that display milliseconds).
I know it’s possible to create FPS counters in Scratch, and I heard that ping counters work similarly, but I’m not sure how to implement one properly. Has anyone done this before?
I want to measure the time it takes for data to travel to the server and back, especially for cloud variable updates. Any guidance would be awesome! 🙏
MultiplayerExpert
Replied 45 minutes later • ⭐ Best Answer
Great question @NetworkCoder92! Yes, you can definitely create a ping counter in Scratch. Here’s a comprehensive guide:
🌐 Understanding Ping in Scratch
Ping measures the round-trip time for data to travel from your computer to the Scratch servers and back. In Scratch, this is primarily limited by cloud variable update rates.
🔧 Method 1: Cloud Variable Ping Test
This method measures the time it takes for a cloud variable to update:
when flag clicked set [ping v] to [0] set [ping test active v] to [0] forever if <(ping test active) = [0]> then set [ping test active v] to [1] set [ping start time v] to (timer) set [☁ ping test v] to (timer) wait until <not <(☁ ping test) = (ping start time)>> set [ping v] to ((timer) - (ping start time)) set [ping v] to ((ping) * [1000]) // Convert to milliseconds set [ping test active v] to [0] wait (2) seconds // Wait before next test end end
📡 Method 2: Advanced Ping with Multiple Variables
For more accurate measurements, use multiple cloud variables:
// Create custom block: measure ping define measure ping set [ping samples v] to [0] set [total ping v] to [0] repeat (5) set [test start v] to (timer) change [☁ ping counter v] by (1) wait until <not <(☁ ping counter) = ((☁ ping counter) - [1])>> set [sample ping v] to (((timer) - (test start)) * [1000]) change [total ping v] by (sample ping) change [ping samples v] by (1) wait (0.5) seconds end set [average ping v] to ((total ping) / (ping samples))
📊 Method 3: Real-time Ping Display
Create a visual ping display for your multiplayer game:
when flag clicked forever measure ping :: custom if <(average ping) < [150]> then set [ping color v] to [#00ff00] // Green for good ping set [ping status v] to [Excellent] else if <(average ping) < [300]> then set [ping color v] to [#ffff00] // Yellow for okay ping set [ping status v] to [Good] else set [ping color v] to [#ff0000] // Red for bad ping set [ping status v] to [Poor] end end // Display ping on screen set [display text v] to (join [Ping: ] (join (round (average ping)) [ms])) end
⚡ Method 4: Using Translate Block (Alternative)
Some developers use the translate block for network timing:
when flag clicked forever set [translate start v] to (timer) set [test text v] to (translate [hello] to [spanish v]) wait until <not <(test text) = [hello]>> set [translate ping v] to (((timer) - (translate start)) * [1000]) wait (3) seconds end
🎯 Important Considerations
- Minimum Ping: Scratch’s fastest possible ping is around 100ms due to server update rates
- Accuracy: Results may vary based on internet connection and server load
- Rate Limiting: Don’t test too frequently to avoid hitting Scratch’s rate limits
- User Experience: Display ping ranges (Excellent/Good/Poor) rather than exact numbers
🚀 Pro Tips for Multiplayer Games
- Test ping before starting multiplayer sessions
- Implement lag compensation for high-ping players
- Use ping data to adjust game mechanics (slower updates for high ping)
- Show ping status with color coding for quick visual feedback
Hope this helps with your multiplayer project! Let me know if you need clarification on any part! 🎮
NetworkCoder92
Replied 1 hour later
@MultiplayerExpert This is incredibly detailed! Thank you so much! 🎉
I implemented the cloud variable method and it’s working perfectly. The color-coded ping display is exactly what I needed for my multiplayer racing game.
One question - should I worry about the 100ms minimum ping affecting gameplay balance?
GameDev_Sarah
Replied 2 hours later
@NetworkCoder92 The 100ms minimum is actually fine for most Scratch multiplayer games! Here’s why:
- Turn-based games: 100ms is barely noticeable
- Real-time games: Design with prediction and lag compensation
- Racing games: Use position interpolation to smooth movement
Most successful Scratch multiplayer projects work around this limitation rather than fighting it. Focus on game design that feels responsive even with the delay! 🏎️
Vibelf_Community
Pinned Message • Moderator
🚀 Ready to Build Advanced Multiplayer Games?
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- Cloud variable synchronization techniques
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