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- Just_A_Dream
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36 posts
Multiplayer Scripts?!
I NEED MULTIPLAYER SCRIPTS PLEEEEEEEEEASE!
They have to let:
>100 people go on the game at once.
I will follow the first person who gives me a easy project about how to make multiplayer games with scripts that actually WORK. I will also give a shoutout to the peron in the credits.
They have to let:
>100 people go on the game at once.
I will follow the first person who gives me a easy project about how to make multiplayer games with scripts that actually WORK. I will also give a shoutout to the peron in the credits.

- Braeden5454
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500+ posts
Multiplayer Scripts?!
Let me try this one. I will give you the script when I am done.
Last edited by Braeden5454 (May 4, 2014 01:33:55)
- miles854
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100+ posts
Multiplayer Scripts?!
thnx :) :DGriffpatch has made some multiplayer games. You could contact him or use the scripts from his games. He made a 3d laser tag game and a 2d birds eye view tank arena V0.3 game. I have no idea how to make a multiplayer game, but that is who I know to contact or view about this.
- GCGCGC
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100+ posts
Multiplayer Scripts?!
Basically, multiplayer is…hard to do perfectly right now. The only way to send the information is by changing cloud variables which can only be numbers. This forces people to create huge complicated scripts converting and decoding stuff like key presses and where you moved.
100 people…that's kinda a stretch. I imagine only griffpatch and sonicfan could help you. They're the only guys who have made a popular serious (multiplayer 2+ players) game so far. (yeah, it's hard)
There's no easy way right now.
100 people…that's kinda a stretch. I imagine only griffpatch and sonicfan could help you. They're the only guys who have made a popular serious (multiplayer 2+ players) game so far. (yeah, it's hard)
There's no easy way right now.

Last edited by GCGCGC (May 4, 2014 13:31:19)
- masio3
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22 posts
Multiplayer Scripts?!
set [ v] to [0]can set a variable to anything, but
change [ v] by (1)
can't
- Asjali
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100+ posts
Multiplayer Scripts?!
I think this thread would fit better in Help with Scripts. If somebody could move it there, that would be great.
Back on topic, what kind of multiplayer game are you even making that allows 100 people to converge upon the project at once? Some games don't even have lobbies that can fit 100 people… You must have something really ambitious in mind, and that being said, you might need more help than just how to work cloud networking via griffpatch/sonicfan/etc.
Back on topic, what kind of multiplayer game are you even making that allows 100 people to converge upon the project at once? Some games don't even have lobbies that can fit 100 people… You must have something really ambitious in mind, and that being said, you might need more help than just how to work cloud networking via griffpatch/sonicfan/etc.
- masio3
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22 posts
Multiplayer Scripts?!
You need to use CLOUD VARIABLES. For example:
when green flag clicked
if <<(Player54 Playing?) = [Yes]> and <touching [Life+ v]?>> then
change [Player54 Lives v] by (1)
end
- Just_A_Dream
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36 posts
Multiplayer Scripts?!
You need to use CLOUD VARIABLES. For example:when green flag clicked
if <<(Player54 Playing?) = [Yes]> and <touching [Life+ v]?>> then
change [Player54 Lives v] by (1)
end
I know is just i need to know how to do a +100 player game
Last edited by Just_A_Dream (May 11, 2014 19:16:04)
- Asjali
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100+ posts
Multiplayer Scripts?!
Just find a really simple game, script it, magically slap some cloud variables and cloud variable scripts on it, and hope that 100 players can play it at the same time? (My idea is that it's a simple button clicker that increases a cloud variable by 1 each time the button is clicked. Easy, and multiple people should be able to play it at the same time.)
- masio3
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22 posts
Multiplayer Scripts?!
define how to make a 100+ [player] game
You will have to make a lot of (Cloud Variables) for each (Player) to make a (100)[+ v] player game
when I receive [Message read v]
ask [Is that better?] and wait
if <(answer) = [yes]> then
I like you
else
I hate you
end
I will not help again * (INFINITY)
forever
set (INFINITY) to [INFINITY]
end
Last edited by masio3 (May 11, 2014 22:37:57)
- Asjali
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100+ posts
Multiplayer Scripts?!
Now that I think about it, I remember reading somewhere on here that the maximum (suggested/recommended?) amount of players you can store variables for is somewhere around 50-100. I'm still pretty lost as to why a 100+ simultaneous player game needs to be made when 100 people usually don't converge into one project at any given time.
- AonymousGuy
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1000+ posts
Multiplayer Scripts?!
The answer is: I don't think it's really possible. If you need to store a lot of data, the length of your cloud variable could potentially get too long, because there is actually a limit. (However, this is very unlikely.)
The main problem is that with the amount of time it takes for data to be saved (~2 seconds) the project would be very slow.
And because there are 100 users, that means that a potential, say, 10 of them could be saving at virtually the same time, meaning they will overwrite other user's data.
There is a way around this - it's how my multiplayer engine works (or worked) which could potentially support 100 players; however, the system is used means that the data for each user would only be saved every few minutes. (If there were 100 players, if there's only like 20, it would not take as long, and would work somewhat well.)
Basically, what I am saying is that it's possible, but it is very difficult to do without either slow save times or potential data overwrites, which can really decrease the playability of a multiplayer game. (With overwrites, only 1 person will be updated when maybe at least 2 should be, and with slow data saving, other players will be able to jump all the way across the screen in the time it takes to update their data.)
So, sorry.
The main problem is that with the amount of time it takes for data to be saved (~2 seconds) the project would be very slow.
And because there are 100 users, that means that a potential, say, 10 of them could be saving at virtually the same time, meaning they will overwrite other user's data.
There is a way around this - it's how my multiplayer engine works (or worked) which could potentially support 100 players; however, the system is used means that the data for each user would only be saved every few minutes. (If there were 100 players, if there's only like 20, it would not take as long, and would work somewhat well.)
Basically, what I am saying is that it's possible, but it is very difficult to do without either slow save times or potential data overwrites, which can really decrease the playability of a multiplayer game. (With overwrites, only 1 person will be updated when maybe at least 2 should be, and with slow data saving, other players will be able to jump all the way across the screen in the time it takes to update their data.)
So, sorry.

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