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

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25 views

Where can I learn about online/networking design in detail (like specific patterns in client-server architecture)? [on hold]

I'm trying to find detailed networking 'patterns' that will help me implement multiplayer into my own FPS. I'm working in C# and Unity (surprise, surprise) and I can't seem to find a whole lot of ...
1
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2answers
52 views

How can I make sure multiple player scripts all get the same amount of execution time per game tick?

I'm looking for a way to allow players to write code in a high level language, but I need to be able to keep all script instances synchronized in terms of script execution time per game tick so that ...
0
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0answers
30 views

Code review for Java multiplayer game base [on hold]

I have been working on writing the base for a UDP based multiplayer game in java. So far, I have written: -a base server client interaction for clients to locate servers and join them -a swing app ...
1
vote
1answer
62 views

Unity 5.3.5 - How to setup a lobby with general game settings?

I am currently working on the lobby for my game. I have followed these tutorials (https://www.youtube.com/watch?v=jklWlm5v21k), which were very helpful, and was able to setup my lobby like this. The ...
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0answers
38 views

UE4: Multiplayer Projectile Hit Detection Problem

I'm trying to do Projectile Hit detection in multiplayer game. I'm using next approach: On the server side I'm storing all character's positions with world timestamp(PositionUpdated method). When ...
1
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5answers
108 views

What keys should I use for a four-player game with one keyboard?

I'm planning on making a multiplayer game for up to four people on a single machine. We want to have all input coming from players using the same keyboard (or multiple keyboards connected to the same ...
1
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0answers
27 views

How to manage this problem in a multiplayer client-server game with Photon ?

Good day. I'm developing my first simple game, a racing car, using Unity and Photon. In my game there are a function that generate random Bonus on random position each (for instance) 5 seconds. ...
0
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1answer
94 views

Phaser.io with Socket.io - What should the Server calculate and what the Client?

I'm currently playing around with phasio.io and socket.io to create a really simple multiplayer. For the beginning i created basic movement which is synched via socket.io. The clients are sending ...
1
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0answers
33 views

Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
2
votes
1answer
115 views

Input and output of a server side game using web sockets

I am having a look at redeveloping an old flash based top-down zombie shooter game I made in highschool so that it supports multiplayer using socket.io. My experience over the last 5 years has been ...
1
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0answers
30 views

Client-side Prediction and Reconciliation for movement

I've explored the concept of client-side prediction with reconciliation quite a bit and there's one thing that puzzles me a lot. From what I've seen in most guides, the flow looks a bit like this: ...
2
votes
1answer
63 views

How to compensate for moving objects with client side prediction?

I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
1
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0answers
60 views

Modern examples of Multiplayer Network Architecture [closed]

There's a lot of documentation on Multiplayer Network Models for games from the early 2000's (Quake3, Unreal, Counter-Strike, Source Engine) which go through concepts such as client-server ...
0
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0answers
46 views

Multiplayer game server sync

I am building a 2d multiplayer game with no physics and my own authoritative server. Already have all players getting synced each with other but their movement isn't so smooth yet. Here is the ...
1
vote
0answers
128 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
0
votes
0answers
25 views

Is it possible to stream the webcam via Unet (Unity Networking)

I've got my webcam on an ImageTexture in my Scene (with Vuforia), but now I'm struggling and I'm not sure whether it is possible to stream this picture to other players in the Multiplayer "game". I ...
1
vote
0answers
49 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 ...
0
votes
0answers
29 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
65 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 ...
7
votes
0answers
107 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
95 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
50 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 [] ...
0
votes
0answers
73 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 ...
1
vote
1answer
83 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. ...
9
votes
3answers
325 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 ...
-1
votes
1answer
171 views

Poker Game Multiplayer network logic [on hold]

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 ...
0
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0answers
42 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 ...
0
votes
3answers
64 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 https://www....
1
vote
0answers
74 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
votes
2answers
39 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
164 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 (JSON)...
0
votes
1answer
52 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
95 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 (UP-...
0
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0answers
121 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
28 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
49 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
40 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
136 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 ...
2
votes
1answer
74 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
votes
0answers
120 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 networkIdentity....
0
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0answers
74 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 ...
0
votes
0answers
48 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
85 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
votes
1answer
95 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 ...
1
vote
0answers
119 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
84 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
votes
0answers
114 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
167 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
35 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 players,...
0
votes
1answer
72 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 ...