A game which is played by several players. The players may be working cooperatively or competitively (either against each other or the game).

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1answer
30 views

How to sync gamestate between server and clients in turn based 4x game?

Background information: I am developing a game similar to other 4x games like Sots, MoO,... I am storing all information about the game(like star/planet/ship/fleet positions, owners and a lot of ...
1
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2answers
37 views

most effective storage of logged information

I am currently implementing basic logging of information on my multiplayer game and I want to have the most effective method. To log when a player connects and disconnects to a the server it ...
1
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3answers
90 views

How to handle network game [on hold]

I'm currently building my own game using LIBGdx in JAVA but i'm facing some trouble. My game is base like this : A player have a position and some other parameters that are float, int types. He also ...
1
vote
1answer
62 views

how to store game state for a multiplayer board game eg. poker

First Approach: Store the state in database and play with database queries. Could a database handle the load, as poker is quite fast paced, and I have to query/update database for each player move. ...
1
vote
1answer
69 views

How do console games avoid port forwarding with user hosted servers?

On AAA xbox games (Call of duty, etc.), the company acts as a matchmaking service but the users host all of the games. Because not everyone has ports forwarded on their router, how do these games ...
0
votes
0answers
14 views

Openfeint and Openkit replacement for leaderboards [on hold]

I want to add leader-board, achievements and online multiplayer gaming support to a game that i made. Openfeint was a good idea but when i searched about it i found out that it's shutted down. I ...
1
vote
2answers
45 views

Correct way of modelling for a multiplayer FPS game

I was wondering what was the best way to model characters for an first person shooter game? Assuming I have 2 modes to show, first person view (the player's view) and 3rd person view (viewing other ...
2
votes
1answer
38 views

Wake locks in Android multiplayer games

I'm porting an FPS game to Android, and I have a question about the use of wake locks. Should the client acquire a wake lock when it connects to a server to keep frames running at a proper rate when ...
0
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0answers
44 views

How does character creation work in 2D games? [duplicate]

My question is how does character creation work in (multiplayer) 2D game? For example player wants to have long yellow hair, black armor and white leggings. What should I do? Already have all ...
1
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0answers
40 views

Ensure packet owner from connection is the authentic user [duplicate]

In a multiplayer game, how can you be sure that the IP from a packet is the real IP? By spoofing I could send, for example, a "suicide packet" which tells the server that the owner of said packet ...
0
votes
1answer
103 views

How is shot synchronization implemented in multiplayer FPS?

I'm building a 2D multiplayer shooter game. I have singleplayer working and started working on multiplayer part (server code,...) and there is one thing I just can't get my head around. When player ...
0
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0answers
40 views

Google Play Game Services - Handling messages via p2p, host or no host?

I am developing a real time multiplayer game using Google Play Game Services. The underlying networking is done via P2P. Everything I read says I should still have a game host that sends out all the ...
0
votes
1answer
112 views

HTML5 canvas multiplayer game with node.js and Isogenic engine [closed]

I want to create a multiplayer game using Isogenic engine i understand that this technology uses html5 and canvas for rendering graphics in frontend and node.js for backend. I started working on how ...
0
votes
0answers
59 views

Realtime Multiplayer Server for Backgammon in Unity2D

I am doing a project as a student. As I'm developing a Backgammon game for iOS and Android. I have faced the problem of choosing the best method for my server. In this game users will join a room to ...
13
votes
6answers
2k views

Creating a seamlessly looping 2D multiplayer level?

A discussion came up recently about how to create a 2D side-scrolling multiplayer game that can have an looping level design (Think of Starbound and how their worlds are looping). I thought the ...
2
votes
1answer
70 views

how did coordinate-handling in old flightsimulators work?

Im currently working on a combat flight simulator pure for own fun. Using a floating-origin i thought the float inprecision was history, however this was the case untill i tried adding multiplayer to ...
2
votes
0answers
71 views

Pitfalls in designing a coop dialog system [closed]

I like the complex, branching structure of games like visual novels and RPGs like Mass Effect. But I also like multiplayer cooperative games. So I thought, "What if there was a multiplayer dialog ...
2
votes
2answers
135 views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
2
votes
2answers
144 views

Multiplayer FPS Gameplay: How to encourage players to dispense ammo?

In the Battlefield: Hardline beta, players can now obtain health and ammo directly from other players, without having to ask for it via the command rose. Here's two examples of how asking for health ...
0
votes
2answers
162 views

How can i get almost pixel perfect collision detection in a multiplayer game?

I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm ...
10
votes
7answers
389 views

How can I make permanent death in a MUD seem acceptable and fair to players?

I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have ...
0
votes
2answers
65 views

Handling early/late/dropped packets for interpolation in a 3D multiplayer game

I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this ...
0
votes
1answer
107 views

How to solve problems with movement in simple tile based multiplayer game?

I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows: The client sends "walk one ...
1
vote
1answer
130 views

Issue with multiplayer interpolation

In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. This interpolation is for a moving object not controlled by the local computer. The server sends ...
5
votes
1answer
115 views

Replacement for XNA Lobby?

I am looking to implement with the Microsoft Windows Live game lobby. Since Microsoft has deprecated XNA, I am wondering if it is still possible to interact with the game lobby they provided in XNA ...
0
votes
2answers
172 views

Multiplayer game object prediction & server reconciliation

In the game we have 3 objects. Player 1 Player 2 Ball The game is simulating in the server. The players simulated with Prediction and Server Reconciliation. It's working smooth with 100ms - 120ms ...
0
votes
1answer
224 views

Why bother with server-side hit detection?

Valve's hit detection tracks player positions from when the bullet fired and then tells clients only whether the hit happened, but I can't see why that is necessary in the first place. Does ...
9
votes
1answer
194 views

How should I handle sound in a split-screen game?

In a split screen multiplayer game, sound events may be heard by more than one player, and they might sound different to each player. For example, player one might hear the sound of the car they're ...
1
vote
2answers
105 views

Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the ...
13
votes
2answers
2k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
1
vote
1answer
144 views

How can I unify the collision handling of melee/spell attacks in a networked environment?

I am trying to figure a good way to create the battle system of a game. The game is fast paced and the gameplay needs to be precise (think hack n slash) What I would like to achieve is a simple and ...
0
votes
1answer
72 views

Are there still favored of using bluetooth devices today in modern games for multiplayer gameplay?

I was wondering. Most multiplayer gameplay always favored by Wi-fi during team-up or to compete each other. I know that when in comes in huge groups (say 100 to 500 players or more online) in online ...
0
votes
0answers
136 views

Cocos2D v3 and Physics simulation on server

I'm trying to develop a real time multiplayer game using Cococs2d v3. The game is basically a side scrolling racing game. I wanted to develop the client using Cococs2d for iPhone, and the server side ...
1
vote
1answer
77 views

Connecting players in an Online TCG

I've been developing single player games for a while now and I have decided to start working on a online PC(and maybe mobile) TCG. The design is almost complete and I can cover most of the code as far ...
1
vote
1answer
113 views

Mixing interpolation with extrapolation in multiplayer game

I am creating a multiplayer drag racing game and have difficulties mixing extrapolation and interpolation. To save network bandwidth i am getting information from the opponent only on his button ...
0
votes
1answer
150 views

Developing a general use multiplayer API [closed]

I'm tasked with the development of a general use multiplayer API in JavaScript, with a Node.js back-end. The goal of the API is to provide a service to JavaScript mobile game developers so they can ...
4
votes
3answers
281 views

Can game replays be used as cheat protection?

Say you're writing a complex turn based multiplayer strategy game in the browser (i.e. JavaScript). The game state is big and complicated (think line of sight calculations in a 3d world). There can be ...
0
votes
2answers
129 views

Synchronizing mob states in online multiplayer game

I'm developing an exploration-based platform game in which from the start there were plans about including local multiplayer support, but recently I've been considering an online multiplayer mode, ...
1
vote
1answer
285 views

Unity3D Multiplayer Networking

I am making a multiplayer game using Unity3D, similar to SecondLife (but focusing on a particular gameplay task). Users will be able to register/login directly in the game and their character will be ...
1
vote
0answers
66 views

Message Authentication Codes for Multiplayer? [closed]

Is it common that in multiplayer games, network messages are signatured with a Message Authentication Code? If so, do you think it is performance consuming?
1
vote
1answer
89 views

How should I go about protecting my script files?

I am working on a small multiplayer game with a whole bunch of scripting components. I know I can't store my files in plaintext otherwise anyone would be able to change the functionality of core ...
-1
votes
3answers
187 views

Handling packet impersonating in client-server model online game

I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet ...
0
votes
0answers
138 views

Improve interpolation in 2d multiplayer game

I have a problem to solve while prototyping networking for a 2d game. Here's what I have so far and what's giving a headache: I run a multi-player session where one host is an authoritative server ...
13
votes
2answers
512 views

How can I stop the player from drifting due to local input prediction when they stop?

I'm working on a 2D server-client multiplayer game engine (which you can try here). It uses WebRTC DataChannels. (The connections are peer-to-peer, but the host peer still acts as a server.) The ...
1
vote
1answer
72 views

How can I communicate changes to a 2D tile-based world state in a P2P context?

Suppose two players in a game want to build a city together on a blank tile-based game world simultaneously in a peer-to-peer connected context. When a player clicks on a tile it changes the state ...
-1
votes
2answers
150 views

Do I need threads in Hangman game? [closed]

I wish to implement a simple multiplayer Hangman game with the rule slightly bended. Rule: All the players have to guess the alphabets in the word at the same time. Whoever player guesses a correct ...
19
votes
3answers
3k views

How to predict movement correctly when a player is invisible?

I have a multiplayer game and I'm doing client-side prediction, but some players can drink a potion and become invisible... The problem is that when they become invisible I don't share anything that ...
0
votes
1answer
82 views

Handling latency in realtime music/rhythm-based games

Suppose I am making a co-operative multiplayer music-based rhythm game -- two players, side by side, move their cursor/avatar left and right with their mouse and attempt to hit or dodge obstacles that ...
7
votes
3answers
396 views

How can I keep two racing players synchronised?

I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
1
vote
0answers
61 views

Designing & Implementing a generic actions & communication system [closed]

I'm currently in the process of redesigning the action/communication/sound system of some small game. This part currently handles characters speech and emotes. The game itself allows for a lot of ...