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- andycman
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Scratcher
55 posts
Multiplayer game help
I need help on this multiplayer game. I've attempted to test it out myself with two browsers, yet the cloud variables won't update immediately without reloading the project. I've seen working multiplayer games, yet they are VERY complex (search “Griffpatch”, then look inside either “Cloud Platformer Multiplayer” or “Tank Arena v.”xx“(Multiplayer game)”)
Is there a simple way of making a simple, working multiplayer project? or some project I could work off of?
(Im talking Scratch 2.0, I never really explored advanced features in Scratch 1.4.)
Is there a simple way of making a simple, working multiplayer project? or some project I could work off of?
(Im talking Scratch 2.0, I never really explored advanced features in Scratch 1.4.)
Last edited by andycman (Jan. 18, 2014 18:38:27)
- DigiTechs
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Scratcher
500+ posts
Multiplayer game help
Multiplayer in Scratch, in my opinion, is horrible unless you're using Scratch 1.4 and your own server.
Cloud variables are slow to reduce strain on browsers or something like that, I believe.
If you really want multiplayer that bad and need it to be near-instant, use Scratch 1.4 and then you can use the remote sensor protocol.
(By the way, can someone link that? This computer's internet is SLOOOOOOW and I'm doing this at a school so I probably would have to log off by the time the page loads)
Cloud variables are slow to reduce strain on browsers or something like that, I believe.
If you really want multiplayer that bad and need it to be near-instant, use Scratch 1.4 and then you can use the remote sensor protocol.
(By the way, can someone link that? This computer's internet is SLOOOOOOW and I'm doing this at a school so I probably would have to log off by the time the page loads)
- Magnie
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Scratcher
100+ posts
Multiplayer game help
Remote Sensor Connections: http://wiki.scratch.mit.edu/wiki/Remote_Sensor_Connections
Remote Sensor Protocol: http://wiki.scratch.mit.edu/wiki/Remote_Sensors_Protocol
Just for some information, I tried making a multiplayer game with Scratch 1.4 and it is *really* slow for every variable update you add into a single packet the longer it takes to decode and the longer your message you send at a time, even more so. Currently, Scratch just isn't fit to run multiplayer games. Sure maybe a turn based game (which would be fun to see), but any real-time stuff just isn't going to happen.
I do think I have a pretty good parser in Python if you are interested: http://sourceforge.net/p/lstc/code/HEAD/tree/trunk/LSTC-Green/green_server.py it's line 416 down to line 542. Seems I got it from blob8108, so credit to him of course.
Remote Sensor Protocol: http://wiki.scratch.mit.edu/wiki/Remote_Sensors_Protocol
Just for some information, I tried making a multiplayer game with Scratch 1.4 and it is *really* slow for every variable update you add into a single packet the longer it takes to decode and the longer your message you send at a time, even more so. Currently, Scratch just isn't fit to run multiplayer games. Sure maybe a turn based game (which would be fun to see), but any real-time stuff just isn't going to happen.

I do think I have a pretty good parser in Python if you are interested: http://sourceforge.net/p/lstc/code/HEAD/tree/trunk/LSTC-Green/green_server.py it's line 416 down to line 542. Seems I got it from blob8108, so credit to him of course.
Last edited by Magnie (Jan. 16, 2014 16:41:54)
- DaAlchemist
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Scratcher
8 posts
Multiplayer game help
The easiest type of multiplayer is multiplayer on one keyboard, one monitor, one computer. Each player use a bunch of keys to control his/her own soldier dude to shoot each other.
- DigiTechs
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Scratcher
500+ posts
Multiplayer game help
I do think I have a pretty good parser in Python if you are interested: http://sourceforge.net/p/lstc/code/HEAD/tree/trunk/LSTC-Green/green_server.py it's line 416 down to line 542. Seems I got it from blob8108, so credit to him of course.Just for information, those weird << and & signs you may see are ‘left shifts’ and ‘bitwise and’
I got them from here: http://docs.python.org/2/library/operator.html - so I guess it's right.
- MCAnimator3D
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Scratcher
500+ posts
Multiplayer game help
I'm sorry to say this, but to create a high quality multiplayer game, you will have to study @griffpatch_tutor's multiplayer base.
I you would like to make a simple (not too good connection wise) game check out @relrel's profile. He has a simple multiplayer base that is a WIP.
I you would like to make a simple (not too good connection wise) game check out @relrel's profile. He has a simple multiplayer base that is a WIP.Last edited by MCAnimator3D (Jan. 17, 2014 02:29:07)
- bobbybee
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Scratcher
1000+ posts
Multiplayer game help
I did a custom-server (read: not mesh) implementation of a simple, Club Penguin-like MMO.. and even then it was pathetically slow. Literally, you'd click and it would be about a second before you move. Chat wasn't so bad, but it isn't so realtime anyway. I don't know, Scratch MMOs in general just feel like a turn-based version of what you had in mind. Lag!!!!
- ironmannn
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Scratcher
100+ posts
Multiplayer game help
Scratch just isn't fit to run multiplayer games. Sure maybe a turn based game (which would be fun to see), but any real-time stuff just isn't going to happen.
What a coincidence, Im working on something of a turn-based game. Your text to link here…
Last edited by ironmannn (Jan. 20, 2014 06:40:41)
- DigiTechs
-
Scratcher
500+ posts
Multiplayer game help
Just for some information, I tried making a multiplayer game with Scratch 1.4 and it is *really* slow for every variable update you add into a single packet the longer it takes to decode and the longer your message you send at a time, even more so. Currently, Scratch just isn't fit to run multiplayer games. Sure maybe a turn based game (which would be fun to see), but any real-time stuff just isn't going to happen.
Would it be worth setting the TCP_NODELAY option? Or would it not change much?
EDIT: Messed up the quotes. derp.
Last edited by DigiTechs (Jan. 20, 2014 10:47:12)
- bobbybee
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Scratcher
1000+ posts
Multiplayer game help
Just for some information, I tried making a multiplayer game with Scratch 1.4 and it is *really* slow for every variable update you add into a single packet the longer it takes to decode and the longer your message you send at a time, even more so. Currently, Scratch just isn't fit to run multiplayer games. Sure maybe a turn based game (which would be fun to see), but any real-time stuff just isn't going to happen.
Would it be worth setting the TCP_NODELAY option? Or would it not change much?
EDIT: Messed up the quotes. derp.
Nah, all the lag is on Scratch's side. I've used the identical server for a Flash client, which ran perfectly.
- DigiTechs
-
Scratcher
500+ posts
Multiplayer game help
Mkay. I guess it just proves how slow Squeak can beJust for some information, I tried making a multiplayer game with Scratch 1.4 and it is *really* slow for every variable update you add into a single packet the longer it takes to decode and the longer your message you send at a time, even more so. Currently, Scratch just isn't fit to run multiplayer games. Sure maybe a turn based game (which would be fun to see), but any real-time stuff just isn't going to happen.
Would it be worth setting the TCP_NODELAY option? Or would it not change much?
EDIT: Messed up the quotes. derp.
Nah, all the lag is on Scratch's side. I've used the identical server for a Flash client, which ran perfectly.

- Magnie
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Scratcher
100+ posts
Multiplayer game help
I think with Scratch 1.4 there is an inefficiency problem with the parsing. If you can find the code you may be able to make it more efficient and faster and you may actually be able to make a decent multiplayer asteroids game.
- QuillzToxic
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Scratcher
1000+ posts
Multiplayer game help
It would kill your browser.
Running cloud vars every 0.0 secs for pos will kill everyone and proboly close your project jue to powerhungrey project
Running cloud vars every 0.0 secs for pos will kill everyone and proboly close your project jue to powerhungrey project
- Magnie
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Scratcher
100+ posts
Multiplayer game help
It would kill your browser.If it were more event based than request based then it wouldn't have as much of a problem.
Running cloud vars every 0.0 secs for pos will kill everyone and proboly close your project jue to powerhungrey project
- DigiTechs
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Scratcher
500+ posts
Multiplayer game help
+1 that.It would kill your browser.If it were more event based than request based then it wouldn't have as much of a problem.
Running cloud vars every 0.0 secs for pos will kill everyone and proboly close your project jue to powerhungrey project
Possibly we could have an event based system added to Snap! - as that would mean that we have fancy effects and stuff and nice things for it.
- Yoda3D
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Scratcher
86 posts
Multiplayer game help
If you wanted you could check out my Shy Guy Plaza, It is pretty simple.
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