A game which is played by several players. The players may be working cooperatively or competitively (either against each other or the game).
0
votes
1answer
87 views
Transmit map vs Transmit seed
Given a map created with procedural generation algorithms, should the server transmit the seed used to generate this map (so client must contain the same algorithm) or maybe send all the information?. ...
-1
votes
1answer
106 views
Good resources for starting online game programming? [closed]
I´m currently developing games as a hobby and would like to increase my knowledge with the programming and the techniques for making an online game.
I´m very green in this area, but would like to ...
6
votes
1answer
214 views
Timestep in multiplayer game
I'm trying to wrap my brain around the concept of creating a server/client multiplayer experience.
My problem is mainly related to timestep. Consider the following scenario:
A client connects to ...
5
votes
1answer
215 views
How can I debug live multiplayer servers effectively?
I have a multiplayer server made by a small team of developers and we have bugs that crop up on our live server occasionally that we simply can't reproduce while playing with our small team on a live ...
1
vote
2answers
454 views
Multiplayer game sdk for ios and android
I am working on a multiplayer game supporting Android and IOS.
For IOS Game-Center seems promising. But its IOS only.
OpenFeint could be a option, but now GREE has stopped supporting it.
Is there ...
11
votes
3answers
508 views
How should multiplayer games handle authentication?
I've been lurking around to understand how an authentication system would work in games, but after many searches, it seems that working with ssl/certificates could be a little complicated for just a ...
156
votes
12answers
5k views
Is there an optimum set of colors for 10 players?
I need to identify 10 players with a unique color for each on the map. Is there an optimum set of 10 colors to use in this case? Every set I come up with has some colors too similar.
Update: I was ...
0
votes
1answer
135 views
Handling increasing numbers of users (server)
For this post, we'll assume my game is multiplayer chess as it essentially requires the same functions. User logs in to the server and requests a game - the server provides a simple matching service ...
1
vote
0answers
66 views
Multiplayer approach for tablets on wi-fi (FPS/TPS)? Server authority, etc
Looking for some guidance or what has worked well for others in implementing a multiplayer FPS/TPS type game on tablets (probably just 2-6 players at a time).
The main issue being that ...
0
votes
0answers
327 views
Socket.io v.9 with Actionscript
I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client.
I've been reading up a bit and have found quite a few recommendations for the ...
2
votes
1answer
169 views
How to properly do weapon cool-down reload timer in multi-player laggy environment?
I want to handle weapon cool-down timers in a fair and predictable way on both client on server.
Situation:
Multiple clients connected to server, which is doing hit detection / physics
Clients ...
2
votes
2answers
190 views
Zelda like multiplayer combat
I have in mind coding a multiplayer game with a similar combat to zelda's. Since i will use flash, i'm limited to use TCP. My question is, is this goal possible? It's not as fast-paced as some ...
7
votes
4answers
788 views
Multiplayer online game engine/pipeline
I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other ...
0
votes
0answers
94 views
How to manage own bots at the server?
There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with.
One of this ...
2
votes
1answer
604 views
Scripting for a C#, multiplayer game
I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I ...
9
votes
2answers
692 views
Android real time multiplayer over LAN [closed]
I've developed several games for the android platform and now planning to create my first multiplayer game. What I have in mind is basically just a 2-player game witch you can play with 2 phones over ...
0
votes
1answer
149 views
Efficient existing rating system for multiplayer?
I would like to add a rating for online version of a board game. In this game there are many game rooms each normally having 3-4 people.
So I expect that player's rating adjustments (RA) should ...
8
votes
3answers
295 views
How to prevent a hacked-server from spoofing a master server?
I wish to setup a room-based multilayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's ...
0
votes
0answers
131 views
Worker roles in Windows Azure to host a multiplayer server
I've been doing research on where to host a simple multi-player backend for a simple game I'm developing. So as a first choice I downloaded the Windows Azure SDK, which provides a nice and simple ...
1
vote
0answers
83 views
How do I add multi-player to a Windows mobile game?
I have an XNA game on WP7.5 and I like to add a multi-player mode, but I really don't know what to do. At first, I tried it with WCF, but that was really slow for the game. Are there any other ...
0
votes
0answers
130 views
Multiple Audio listeners in Scene
THIS IS UNITY
Im trying to make a FPS game over networking, it works fine.
But now, when im trying to implement sound, it won't work.
My guess would be, to add a Audio listener to the prefab, that ...
2
votes
1answer
812 views
Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?
I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging.
I'd like ...
2
votes
1answer
174 views
Does concurrency inherently introduce “randomness” into a game?
When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control?
...
2
votes
0answers
54 views
Group Matchmaking [duplicate]
Consider different groups(1 or more players) queuing together,
we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want ...
-1
votes
1answer
134 views
Sending A Class Packet [closed]
How would I be able to send a class through the internet like this.
class Player
{
public int Health;
public Player Copy()
{
return this;
}
}
And do this.
SendPacket(new ...
21
votes
9answers
1k views
Techniques to prevent non-official clients in network gaming?
In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app?
I realise there is probably no ...
-3
votes
1answer
456 views
Good leaderboard and achievements provider for android and ios? [closed]
I'm looking for a good leaderboard and achievements service provider. I wanted to use openfeint but it seems dead now and has been thrown away. Gree is the new system. Could anyone comment if this is ...
3
votes
2answers
170 views
Implementing a multilanguage AI contest platform
This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge
but instead ...
3
votes
6answers
394 views
Developing an ELO like point system for a multiplayer gaming site
I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through ...
12
votes
2answers
294 views
Are there tools for testing multiplayer code?
Are there reliable tools that can simulate real life-like network conditions e.g. networks with different bandwidth, different latencies, packet loss etc...?
0
votes
0answers
62 views
Prediction happening on (sending) client side
This seems like a simple enough concept, but I haven't seen this implemented anywhere yet.
Assuming that the server just forwards and verifies data...
I'm using mouse-based movement, so it's not too ...
2
votes
1answer
313 views
Better ways of handling the server for a Multiplayer Browser Based Game [closed]
I am looking to create a multiplayer browser based game, similar to tribal wars and such, and i'm trying to think of better ways of handling the server, for example when troops and buildings are ...
4
votes
2answers
341 views
A simple example of movement prediction
I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that ...
2
votes
2answers
168 views
What sort of data should be sent for mouse-based movement in a multiplayer game?
I'm new to the Multiplayer Rodeo here so please bear with me...
I am just getting started and I'm trying to figure out how to deal with movement.
I've looked at the question Best way to implement ...
7
votes
4answers
301 views
How would I balance a multiplayer competitive game
I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games.
The game I have in mind involves a ...
5
votes
1answer
172 views
Has anyone tried using one of those BAAS providers to create mobile games?
I'm hearing a lot about different companies offering back-end as a service (BAAS) for mobile apps but it seems like none of them are very successful with mobile games. Is there any reason why not ...
2
votes
2answers
313 views
Game Database Connectivity Java
I'm developing a simple multi-player puzzle game in Java. Both players should be able to view the same game board on his own computer. Then, when one player makes an action in the game (ex. drags an ...
15
votes
6answers
1k views
Handling player logoff and logon in a persistent world without breaking immersion
One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply ...
2
votes
2answers
850 views
How to build a turn-based multiplayer “real time” server
I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" ...
2
votes
1answer
258 views
Simple (and fast) dices physics
I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port).
I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ...
0
votes
1answer
270 views
Client/Server game even in solo: any big problem?
I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and ...
9
votes
5answers
517 views
Do you need expensive servers and fancy hosting in order to make a multiplayer game?
I've finished working on an RPG and it would seem so much more fun to make it multiplayer. SFML has a networking feature, I figured it's possible but then again, never in my life have I even tried ...
5
votes
1answer
490 views
iOS Game Center - Quit turn-based games for previous version of app
I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for ...
0
votes
1answer
331 views
How many players can UDK support without Networking
I've been looking for the answer to this for some time now, but cannot find anything online that is helpful.
What I want to know is the amount of players that the UDK can support on one single ...
0
votes
3answers
342 views
Single player game into Multiplayer game
I developed a Single player game in Flash (Tic Tac Toe) and in the Multiplayer mode i will be able to do both player playing on the same system with out network.
I would like to extend it and make it ...
1
vote
2answers
125 views
Before multiplayer match setup
I am implementing a before-match setup in following way:
Users request a multiplayer match (click "New Game" button or similar)
After enough users request the match – connection is established
Users ...
3
votes
2answers
283 views
What should I keep in mind when developing a game to be multiplayer?
I am making 2d game, and it will be a game where players can move on in a 2D world and there will be physics with projectiles and such.
So far, I don't have much, just a tile engine a few other ...
-1
votes
1answer
151 views
Game show game engine [closed]
So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require ...
1
vote
2answers
242 views
How do we adapt our game to work over a network?
A friend of mine has made a Java version of a popular board game in Java, and has it working for multiplayer on one PC with different turns for each player. He's mentioned he wants it to eventually ...
0
votes
1answer
210 views
network programming: simultaneous IO over sockets?
In my curses based game, I decided to add multiplayer functionality over net, in addition to one-keyboard mulitiplayer game. I use switch loop and in case it's 1st user's buttons,
user 1 is acting ...