Played by multiple players, cooperatively or competitively, locally or remotely.

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35 views

How to solve this multiplayer problem? [closed]

I'm developing a simple racing multiplayer game using Unity + Photon. I've a "MenuScene" , the first scene is loaded on my game, where user can Start a Server Join a room Play single player When ...
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0answers
34 views

How to handle rooms in a lobby based MMO server architecture?

I'm planning to develop a room based MMO server for an HTML 5 game. The architecture is easy to figure out how to handle things when the server is a whole, and not seperated to rooms. But I can't ...
1
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0answers
43 views

What i'm missing in this multiplayer Unity / photon code?

i'm having some troubles in my first, simple, multiplayer racing game, using Photon and Unity. Following classic photon tutorial i've written the code below, but, it won't work properly. In ...
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0answers
22 views

Need Server to Find Network Identity Components AFTER Initialization

I have a project that spawns bundles of prefabs using a procedural-generation script. Since the Unity networking tool will not recognize child objects as having their own NetworkIdentity, I then move ...
1
vote
1answer
53 views

4-player arena game networking model : dedicated servers? [closed]

So my question is not technically limited to 4-player games, but there has been a lot of games on steam lately (brawlhalla, duck game etc) that seem to be quite popular lately. My question is, are ...
4
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0answers
55 views

Collisions between players in multiplayer racing game

I'm creating a simple racing game (spaceships, no gravity) using p2.js, phaser and node.js. What I have done: Client receives world state from server: extrapolate other players based on latest ...
3
votes
1answer
52 views

How to sync new object (weapons/bullet) in a multiplayer photon game ?

I'm using Photon to develop a multiplayer game. I would like to know the best way to synchronize "weapons" bullets object between network players. Thanks
1
vote
1answer
42 views

Global variables in a multiplayer environment

I would like to know what's the best approach to solve this problem. In a racing game, i need to create the final result chart. In a single environment i've tought something like: private string [] ...
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0answers
64 views

Multiplayer through blocked Firewall Ports?

im currently trying to develop a little game. I thought it would be a great idea to implement coop multiplayer, only lan. So i took kryonet and created a server. On my home wlan it works great im able ...
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0answers
38 views

Unexpected Execution Order in Unity (uNet)

I made a little game in Unity. It works fine in the Editor. But if I run the build version I get a NullReferenceException. This problem does only appear if the build-version-client hosts the game. ...
6
votes
2answers
278 views

Does it make sense to use both TCP and UDP at once?

After reading UDP vs TCP for data heavy realtime games - 2016, I'm wondering if it makes sense to use both TCP and UDP at the same time, but for different things: TCP for sending information that is ...
0
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1answer
107 views

Poker Game Multiplayer network logic

I created a single player poker game. Now I want to change it to a network game. I want to use Photon(for network) and Playfab(game server) or SmartFoxServer. My problem: I want to run important ...
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0answers
29 views

Multiplayer Keeping the Client and Server Updates in Sync?

I am working on a Multiplayer Game, I have a client loop which can run at 30-60fps. Inside of that Loop I check whether the players left mouse is down. If it is, send a shoot command to the server. On ...
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3answers
44 views

Destructible objects for multi-player game in Unity

I am working on 3D multi-player shooter game in Unity using SmartFoxServer Since I need to implement some destructible objects in the game I tried to use these assets: Fracture ...
1
vote
0answers
65 views

What player rating system can I use when the rating can only get larger?

I am developing a turn-based multiplayer app (2 players per match) for Android. As backend I use Google Play Game Services. I have implemented a leaderboard. Now I consider how to design the ranking ...
0
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2answers
38 views

Single player game into Multiplayer game(Not online) [closed]

How difficult is it to do this?(Like, do you need to so skilled that you aswell might have created the game yourself) Do you need to change a lot of the code? For example, if I have a single player ...
0
votes
2answers
123 views

Backend for data-driven multiplayer game

I am working on a match-based (5v5) multiplayer steam game that is similar to TF2, LoL, Dota 2, etc. I am planning a data-driven approach where character/abilities/items/etc are defined in data ...
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0answers
39 views

Unity WebGL build throws errors

I am working on a multiplayer game for WebGL platform and i am using (http://lockstep.io/ - SocketIo & node.js server ) for handling the game. I am facing these issues as shown in the attached ...
1
vote
1answer
72 views

How to handle two players playing on one keyboard with Box2D (LibGDX)?

I'm making a racing game with LibGDX and Box2D. I've been using this tutorial to implement the basic physics, and it works properly. My main problem is to implement two different sets of keys ...
0
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0answers
85 views

Unity stream webcam to other player (Multiplayer)

I want to make it possible, that I can draw on the stream of another player in my Unity game. The networked drawing works just fine, my problem is to stream the webcam. I've got the webcam input ...
0
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0answers
25 views

Movement prediction on client

Im pretty new to game development. Currently I try to predict the movement of the player on the client. But my client and my server are calculating different values. Im using a delta time for the ...
0
votes
2answers
48 views

The tolareable lag range in a multiplayer game

I am programming a multiplayer game. I calculate the ping in ms as : ping = the_time_i_recieved_pong - the_time_i_sent_ping I implemented client-side prediction and interpolation algorithms. When I ...
0
votes
1answer
34 views

Turn-based multiplayer animate moves from last turn

I'm trying to make a 2-player turn-based strategy game, using the Google Play Games APIs According to the documentation, As a match progresses, the current player can modify and store the game ...
0
votes
1answer
105 views

How can I destroy a game object across the network in Unity?

How do I go about destroying a game object across the whole network in a multiplayer scene in Unity? I can only get it to destroy on the local client and not for everybody else connected. I'm ...
1
vote
1answer
58 views

How do you use SoundManager for multiple player games over the network?

I have created a basic sound manager according to this unity tutorial (https://unity3d.com/learn/tutorials/projects/2d-roguelike/audio). However, I need it to work for multiple players over the ...
0
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0answers
69 views

UNet - Local Player Authority

I have an NPC. I would like to give the player the ability to possess the NPC by clicking on it. //Prefab is spawned with networkIdentity.localPlayerAuthority = true ...
0
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0answers
46 views

Multiplayer rigidbody not receiving velocity syncvar on the client

I have a scene in which on a certain event the client spawns a prefab with the variables of position, rotation and rigidbody velocity set for it. It is working perfectly, it spawns in the right ...
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0answers
42 views

Authentication in network game servers

I'm currently building a UDP server that my game will talk to. The users will need to have an account created, either by using a Single Sign-On account such as Facebook or Google, or by creating an ...
1
vote
1answer
78 views

how should a server handle client actions?

So I've just started trying to make a multiplayer pong game and I have read a lot of different ways to code the connections. However, I read somewhere that you should have the inputs sent to the ...
0
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0answers
57 views

Object spawn only on Server in multiplayer unity3d game

In my game I have an object let say food, whoever eat that food that player will spawn one more element. I am sharing code here :- I am checking collision in Update. Following code is working fine on ...
0
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0answers
79 views

How to load new scenes or models from network in unity or unreal engine?

I have a project to be done. I had done some research to accomplish some features. Event so, I couldn't find some answers. The project needs to have some features as follow; Charachter creation in ...
0
votes
1answer
67 views

Passing strings padded with white space into a byte[]

I am using Google Play services for a real time multiplayer game in Unity 3d. When sending the data in a byte[] in the multiplayer update I have to pad certain entries going into the byte[] with white ...
0
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0answers
71 views

Communication between Photon Cloud game and web server [Unity3D; Photon]

I am creating a multiplayer game using Photon Cloud (Photon Unity Network). For storage of player data (profile, inventory, achievments) I use web server (asp.net mvc & sql server). How to ...
2
votes
2answers
121 views

Example/Tutorial of passing structured data over network C++

This is very general question, about strategies how to pack same informations about state of my game-world on server ( e.g. position/orientation of players, projectiles, etc. ) into data stream so ...
0
votes
1answer
30 views

How to find the participation id corresponding to a sender id

I am creating a real time multiplayer game in unity 3d using Google Play Game Services. In my function where I deal with the positioning of players based on information that is sent from other ...
0
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2answers
67 views

Calculating interpolation percentages

I've been reading valve's article on multiplayer networking repeatedly recently and everything is starting to make since. One thing I'm wondering on though however is what percentage value to use for ...
0
votes
1answer
46 views

Updating a gameobject position that needs to be consistent across all players' games

I am creating a real time multiplayer game in Unity 3d using Google Player Services that has a ball that the players will interact with. I'm not particularly sure how I will update the ball's position ...
0
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0answers
23 views

How to make my Minecraft Mod useable by a Multiplayer server?

I coded my Mod using Eclipse and Minecraft Forge. Then I built my .jar file and I put it in the mods folder of Minecraft. The problem is, my custom commands and Blocks work perfectly in the single ...
3
votes
2answers
187 views

Unity 5.3.1: Single player is broken

In Unity I converted my single player game to a multiplayer game. Now, the single player game does not work anymore because the objects are disappearing on start, due to the network identity. What is ...
0
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0answers
59 views

Unity3d NetworkServer.SpawnWithClientAuthority

How do I spawn a gameObject with client authority from outside of the main client? I'm trying to make this function: http://hastebin.com/bobezisexa.avrasm But it keeps saying "trying to spawn ...
4
votes
1answer
203 views

Should I encrypt my multiplayer network traffic?

My plan has been to use RSA to exchange AES session-keys with a client, which is then used for all the usual in-game stuff. Clients never connect with each other, all communication is client to server ...
1
vote
1answer
53 views

Client-side prediction for movement?

How would client-side prediction for movement work? From how I understand it, the player inputs "Move Forward" and the character on the player's computer instantly starts to move forward. It also ...
0
votes
2answers
267 views

Different physics engines on the client and server sides

I am developing a 2D multiplayer game as follow: semi-authoritative server handle up to 40 players per game. Players and other game objects will interact/collide with each other Physics like ...
1
vote
1answer
134 views

Synchronizing players and game objects in a server/client multiplyer game

OK guys, I have some experience with 2D game development (single player only), so that's fine no questions here. The problem is with multiplayer games. I already read lots of other questions and ...
0
votes
0answers
56 views

How long should interpolation last in multiplayer game?

I'm making a multiplayer game. Server is sending update packets 20x per second, that contain players positions, velocities and other important data. I want to interpolate between current and updated ...
0
votes
0answers
48 views

multiplayer/network security and guidelines

I am about to start programming a multiplayer game that uses TCP to transmit data. Just sending data, prozessing data on the server and displaying results on the client isnt that complicated i guess. ...
1
vote
2answers
119 views

Interpolation over a network - receiving and drawing an opponent in 1v1 game

I'm a newbie Java coder and I'm creating a 1v1 game with an authoritative server and two clients. My whole network is based on UDP packets: sending positions from clients sending confirmations ...
1
vote
0answers
27 views

Can I use sdl_net2.0 with cocos2d-x? [closed]

Can I use sdl_net2.0 lib with cocos2d-x? And how it cconects to each other. Or analog lib to use?
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0answers
90 views

Singleplayer and multiplayer using same gameobjects in Unity?

There are a lot of topics about converting singleplayer to multiplayer games. But I could not find the accepted practice of keeping singleplayer gameplay available. Will this just work if I manually ...
1
vote
1answer
95 views

How to sync random incidents over network? (Photon + Unity / PUN related)

In my Photon powered game, I have a shotgun weapon and when a player fires a bullet, I call an RPC on other clients and it's bullets get direction from a random function, Random.Range, and on ...