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

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1
vote
1answer
92 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 ...
0
votes
1answer
176 views

Sending message to all players in room from Photon server?

I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute ...
0
votes
0answers
22 views

badumna how to use different prefab for different entity in the game

our project uses badunma which is an open source p2p c# framework for unity https://bitbucket.org/badumna/badumna/overview currently we are using the badunma scene for our open world replication. The ...
1
vote
1answer
36 views

Where can I find a service hosting tournaments with prize funds? [closed]

I have a game, and users are self-organizing to create tournament sites. They want to be able to create a tournament, have competitors put down a $1 each, and the winner takes all. Are there any ...
4
votes
1answer
103 views

In a 2D multiplayer game should I send the position of user to the server all the time? [duplicate]

In a 2D game where the user moves with the keyboard arrows, should the user send all the time he moves his position (x, y)?. If the user has some speed, the user would send (x, y) like 50 times ...
0
votes
1answer
150 views

Best way to interpolate player movements in a very fast paced Unity game?

In my Unity online multiplayer game players move very fast and I currently use Lerp to interpolate between their last position and current position: transform.position = ...
0
votes
0answers
22 views

Photon Connections without Concurrent Users? Or other networking?

I am going to be making a multiplayer game and use http://pupnp.sourceforge.net/ for setting up connections without having the player to port forward. The game will let you make or join a room using ...
0
votes
0answers
51 views

cannot sync for connected player after spawning meteorite ( photon PUN and ufps)

did anyone run into such bug? It happens when second player connects to a game, and that's what he sees. But players who connected earlier see everything well: meteors which I spawn by master-client ...
0
votes
1answer
70 views

Character on Character fighting animations

sorry about the vague title, but these couple of videos/images might explain my situation a bit better: https://www.youtube.com/watch?v=MG1mNyjNuXk (Wolfenstein the Old Blood) ...
1
vote
0answers
100 views

Multiplayer turn based Android/iOS [closed]

We're developing a mobile endless runner game, on Unity3d where you can challenge your Facebook friends. The only interaction between the players is the challenge - one player challenges the other, ...
1
vote
0answers
25 views

Player Position interpolation - question

I have a 1v1 real-time game. I'm sending packets with UDP, I'm using Kryonet. I had gameloop on a client that was working like this (just an example): while(true){ if(player_me.getState == ...
2
votes
1answer
53 views

Local player always at same position

I am trying out UNET ( Unity Multiplayer Service ) and I am building a space invaders like game but with two players at each side of the screen shooting at each other. I want the local player to ...
2
votes
0answers
40 views

Does the latest version of Python have libraries for easy host/server connections? [closed]

We're working on a turn-based multiplayer Risk-type strategy game in Pygame, and I was wondering if there were any pre-existing libraries like PodSixNet that worked for Python versions 3 and up that ...
2
votes
1answer
83 views

Testers for multiplayer game? Where to find them?

I am indie game developer and we created multiplayer and realtime game IQ Wars (www.iqwars.net). We made Windows/Mac/Linux Beta version of our game public and were hoping to find some beta testers to ...
2
votes
1answer
221 views

2015 android multiplayer server based Implementation

There are a lot of old posts about multiplayer implementations on SE, so i'm looking for an up-to-date answer. What is the best server-client implementation of real-time multiplayer now? I have an ...
2
votes
0answers
51 views

Improving Position Sync Bandwidth Usage in a Multiplayer Game

This is the class i use to sync position between clients in a multiplayer top-down 2D shooter game: [System.Serializable] public class MovementUpdateClass { public int MessageTime ...
2
votes
0answers
162 views

SignalR For Multiplayer Game Development [closed]

I've been working with SignalR for live chat and notifications in .NET platform and was wondering how much is it worth for working on games development? I've made some jQuery browser games and I want ...
2
votes
1answer
94 views

Looking for good comunication schema in turn-based game with multiple players

based coop game that will need to communicate to the server to handle the game process. Basically I need to be able to invite to the game, progress through turns (one player at a time) and finish in ...
1
vote
1answer
59 views

How do I keep 1v1 player positions consistent over UDP on Kryonet?

I have a server which is simple: When two connections comes in, it opens a game room, pass their connections to it and runs a thread with a gameloop. (Everything is running on Kryonet) So... I made ...
1
vote
2answers
86 views

How to make ranked matches in a head-to-head multiplayer game?

I am working on a field hockey like game for Android and iOS. Currently I support being able to play against another player online in a client/server fashion where one device host and the other ...
1
vote
1answer
490 views

Building a simple bomberman game with Node.js and Socket.io [closed]

I'm building this game mostly because I want to experiment with Node.js and Socket.io, and the game is more like a proof of concept. To start with, I have a 2D grid system as the game map. ...
4
votes
1answer
63 views

Applying the input for the always-moving player in the multiplayer game

I've read several articles published on gambrielgambetta.com, gafferongames.com plus some pages about how Valve handles multiplayer networking in its games but I still can't get it how to implement ...
0
votes
1answer
28 views

iOS game center game is out of sync

I've been building a game center game for iOS and it works great so far. I finally started testing the game and theres (obviously) some latency, which is causing the game to be out of sync. ...
9
votes
2answers
184 views

How do I make voting to kick a “leader” player fair?

My game has many rooms of around 10 people where they compete. It's basically one big guy against the other small 9 people. However, sometimes the one guy will intentionally 'troll' and make for an ...
0
votes
0answers
35 views

Does a game server replicate physics/terrain to validate input/events [duplicate]

I'm starting a pet project to learn more about game development; a basic moba. I know game server design is a loaded topic but I was wondering what all the server handled. You wouldn't want the ...
0
votes
2answers
139 views

Simple mobile multiplayer game. TCP/UDP? [duplicate]

I'm tying to dive into multiplayer game programming. The game is quite simple, it's a 2D scroller mobile game, the player need to touch the screen in order to move 1 step and it could contain up to 4 ...
0
votes
0answers
30 views

setting up data exchange in game center

I just set up a game center game where 2 people can do matchmaking. Everything is working great but there are times when the movement gets laggy. Currently I'm sending data to the other player from ...
2
votes
0answers
68 views

Facebook data exchange for mobile games (multiplayer)

A multiplayer mobile game that we are working on connects players through Google Play and Game Center but we would also like to add an option to play with your Facebook friends and here's the ...
1
vote
0answers
251 views

Unity Photon Networking - Cant understand OnPhotonSerializeView

in all tutorials I see that an object sends data over the network and receives the data for sync in the same method: Code (csharp): void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo ...
8
votes
1answer
2k views

How do I create a simple RPG game server? [closed]

I'm working on a Sprite Kit game. I'd like to make it a true multiplayer game, by which I mean that each person joining the game has their own camera. I've seen tutorials on multiplayer games where ...
0
votes
1answer
35 views

SQLite Query from unknown table based on known column value single query

I'm working on a database to back up my online TCG. It's currently SQLite, but I'm going to transition it to a MySQL database later. Currently, I have three distinct types of cards with their own ...
-2
votes
1answer
127 views

How to make a 2d shooter game interesting? [closed]

Im asking what can i implement in a online multiplayer 2d shooter to make it more interesting the idea i have(i know how to make it) doesn't seem so fun what can i add to a lastman standing 2d shooter ...
0
votes
1answer
350 views

Android multiplayer via bluetooth [closed]

How do I transfer game commands between 2 android devices via bluetooth first of all is possible to do this??If possible then someone please help in doing so.Thank u
12
votes
4answers
2k views

How do you allow networking code to be written in the later stages of the development?

I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects. How can I skip out on writing network code yet leaving it fairly easily implemented, that ...
1
vote
0answers
47 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
2
votes
0answers
165 views

hosting a windows game on a linux server [closed]

there! I am currently working on a game on Unreal 4, and although im still in early production(barely any code written, mostly visual assets at this point), i want to ask this now, so that i know how ...
0
votes
0answers
39 views

xna multiplayer movement

So I have a tcp sockets network setup with the ability for clients to connect to the server. I'm currently trying to do movement. And iv discovers that tcp is terrible for sending out the x and y ...
2
votes
0answers
150 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each ...
0
votes
1answer
164 views

What is the correct approach to implement multiplayer in a game? [duplicate]

I'm developing a game and it is intended to be a multiplayer game. I have experience in writing servers and clients in Java, but the game is written in C++. The server will be written in Java for ...
4
votes
2answers
144 views

Authoritative movement with client side prediction

I don't fully understand how client side prediction works with authoritative movement. Let's say we have: client at position(0,0) server at position(0,0) Now the client wants to move forward ...
0
votes
0answers
104 views

KryoNet/Multiplayer Basic Design Questions

I am building a simple turn-based multiplayer Android game that resembles chess a bit. I'm using KryoNet for the multiplayer. The only thing I got working so far is the login server and game ...
-2
votes
2answers
451 views

Multithreaded or Thread pooled server for real time multiplayer games? [closed]

So if the Thread pool handles 10 players out of 100 per second, this could make a delay that will be no good for real-time games, so as I see it that MultiThreaded will be better, thus it will handle ...
0
votes
0answers
15 views

Generating in game resources at given time intervals [duplicate]

I am building an online multiplayer game in which the users gain some type of resource based on their stats from time to time, let's say once per minute they gain 100 resources each. My question would ...
0
votes
1answer
80 views

Validating User Actions on the Server

I am currently working on a networked first person shooter. I have created a server implementation that can synchronize player data. But while implementing a damage system, I realized that I almost ...
-2
votes
1answer
282 views

How do I have a player also be a server? [Unity 2d]

I'm trying to make a game in Unity 2D, and I need a player to be a host because I can't afford dedicated hosting. Each client will have files that the server (and other clients) need to be able to ...
8
votes
2answers
14k views

Why can't cross-platform multiplayer games exist?

At least, why are they so difficult to make? - assuming that's the reason why not even AAA studios accomplish this feat for their games. Especially with modern cross-platform game engines like Unreal ...
0
votes
0answers
181 views

How to smoothly display opponents in realtime multiplayer game

I'm implementing a small-scale multiplayer racing game. As of right now, the client sends updates to the opponents on a fixed interval (or as fast as possible), containing location on the map etc. ...
0
votes
0answers
568 views

Android Studio libgdx multiplayer

Does anyone know if it's possible to setup a multiplayer game using libgdx in Android Studio? I've been trying to convert my game to multiplayer using all kinds of tutorials on libgdx & ...
1
vote
3answers
697 views

Basic multiplayer matchmaking implementation

I am currently writing a matchmaking server application for a 5vs5 UDK game. Here is the scenario on which I built my code: The player starts the game and authenticate The player clicks an huge ...
0
votes
1answer
154 views

How do I create a server for an existing game I don't have the source for?

I was wondering if it is possible to create a dedicated game server for a game that already exists and you don't have access to. For example, a game on Steam that only allows multiplayer through ...