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How to create a ping counter in Scratch for multiplayer games

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NC

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! 🙏

MP

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.

flowchart TD A[🖥️ Your Computer] --> B[📤 Send Data] B --> C[☁️ Scratch Cloud Server] C --> D[📥 Receive Response] D --> A E[⏱️ Start Timer] --> F[📝 Write Cloud Variable] F --> G[👀 Wait for Update] G --> H[⏱️ Stop Timer] H --> I[📊 Calculate Ping] style A fill:#e1f5fe style C fill:#f3e5f5 style I fill:#e8f5e8

🔧 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! 🎮

NC

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?

GD

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! 🏎️

VB

Vibelf_Community

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