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

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6
votes
3answers
403 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 ...
6
votes
3answers
2k views

Multiplayer / Networking options for a 2D game with physics

Summary: My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game. What should I do ...
6
votes
4answers
935 views

Can Google App Engine communicate with a stand alone program?

If I create a client program using say C#, or develop something for the Android or Iphone, can I use Google App Engine for the server and communicate with the client application mentioned above?
6
votes
2answers
198 views

What to do with old data?

I have a game - virtual soccer manager. It is browser based game. It is split into 'seasons' each of them takes around a half of a real year. The central game element is a soccer match, each team ...
6
votes
4answers
518 views

Passing data between engine layers

I am building a software system (game engine with networking support ) that is made up of (roughly) these layers: Game Layer Messaging Layer Networking Layer Game related data is passed to the ...
6
votes
2answers
1k views

How to manage merging/splitting viewports to create a dynamic splitscreen

I'm making a multiplayer 2D game where each player has an entity that they can move in any direction. This will be local only, so split screen. Typically the player controlled entities will be in ...
6
votes
3answers
137 views

Player acceleration formula and using it with authoritative server

I know the theory behind authoritative client-server architecture, it works very well for character movement in a tile-based world: you send messages like "I moved one square to the right", the server ...
6
votes
3answers
1k views

Networking for RTS games with lockstep using UDP

Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
5
votes
4answers
1k views

How significant is the addition of multiplayer to a singleplayer game compared to starting with multiplayer in mind?

Especially for game designers or software engineers, I was wondering how significant of an increase in difficulty/frustration/workload it would be for multiplayer to be an afterthought of a ...
5
votes
2answers
3k views

FPS networking with server sending input instead of gamestate

Why do all fps games have the server send gamestate instead of input which is smaller? One reason I can sort of see is that if the server sends input to the clients and a packet gets dropped then the ...
5
votes
2answers
5k views

How to synchronize clocks in multiplayer game?

I have 2 to 3 clients, that can exchange messages through Apple Game Center. The only synchronization I need is: start the game at the same moment. I guess this involves clock synchronization. How ...
5
votes
5answers
580 views

How do you get a multiplayer-only game to reach critical mass?

Say you have a multiplayer-only game in which players are randomly paired head-to-head against a random online player... How do get such a beast off the ground? You need enough players online at ...
5
votes
3answers
595 views

How do I allow a player to build a dedicated server, but prevent them from cheating?

Instead of maintaining a central server, many games allow players to build their own server, like Minecraft. But if you give them the server-side program, how could you prevent them from cheating? I ...
5
votes
2answers
2k views

Mobile Multiplayer games and coping with high latency

I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than ...
5
votes
4answers
836 views

How to avoid duplication using client-server model

I am using a client-server model to write a multiplayer-capable game (in Java). Currently the clients and the server are using the same code to run the game logic, in order to enable client-side ...
5
votes
2answers
308 views

What perspective is suitable for sharing a screen across a table?

I'm thinking about a 2 player 2D arena game for a mobile phone, but I have the obvious problem of gripping. To avoid this, I think it shouldn't be a problem to play one in front of the other with ...
5
votes
1answer
312 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 ...
5
votes
1answer
601 views

Game networking topology - dealing with host leaving

I am working on a P2P game in Flash and I'm wondering what network topology would be most robust for dealing with people randomly joining/leaving. I was thinking the first user to join could be the ...
5
votes
4answers
533 views

Networking gampeplay - Sending controller inputs vs. sending game actions

I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
5
votes
3answers
475 views

What freeware frameworks and tools to choose if I want to build a game like Farmville or Club Penguin? [closed]

Say I like to experiment with multiplayer games and I do not want to reinvent the wheel and build yet another game server. I don’t mind configuring and writing wrappers and adapters (both in c++ and ...
5
votes
2answers
329 views

How do I maintain game balance while promoting interaction between dead and alive players? [closed]

How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)? Some background: ...
5
votes
4answers
827 views

Tile-based multiplayer game: server and client load

I'm developing a multiplayer tile-based game (imagine habbo) and having some trouble with the movement. The idea is to click on a tile (target tile) so your avatar moves there and everyone can see you ...
5
votes
1answer
1k views

How often should multiplayer games communicate with the server?

I once heard that Runescape "ticks" every 0.3s, and that seemed like a very long period of time, although Runescape is kind of a slow game. I'm building a more dynamic top-down shooter game, and I'm ...
5
votes
1answer
258 views

Handling different version clients in a multiplayer game

What are various ways of handling different version clients in multiplayer games? For example, when there's an update, some games allow you to play with people who have a different version of the ...
5
votes
2answers
2k views

Best way to go for simple online multi-player games? [closed]

I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be ...
5
votes
2answers
333 views

How to do simultaneous action without it being real time?

This is really a pacing question, but there's no tag for that: The general concept is that the players are working in a team and need to be able to react to eachother's movement and observations as ...
5
votes
1answer
872 views

Running multiple box2D world objects on a server

I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out ...
5
votes
1answer
142 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 ...
5
votes
2answers
190 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
5
votes
2answers
912 views

Collision detection in pong style multiplayer network game

I've recently implemented an authoritative server (node.js with socket.io) for a multiplayer pong game. I've looked at client side prediction and fixing timesteps and starting to grasp the notion of ...
5
votes
1answer
3k views

(Why) Should I choose Unity 3 or Cocos2d (or something third) for my app? [closed]

My colleague and me made an HTML 5 iPad game ( http://braille.gandzo.com/ ) and we would like to upgrade it, and our framweork is not enoguh, for what we want. Some of the things we would change are: ...
5
votes
1answer
763 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 ...
4
votes
3answers
406 views

Is it worth having AI opponents step in for disconnected players in an online multiplayer card game

I have an online multiplayer card game resembling spades/bridge and I want to implement a system that autoplays when a client disconnects. Right now, there is a client and server. In the new system, ...
4
votes
2answers
882 views

How can I alleviate network lag issues with players from other countries?

I am developing a small multiplayer game where players move through the map and interact with each other. The game is written in VB.Net. When I tested my game with players on a LAN everything worked ...
4
votes
3answers
2k views

Prevent Multiplayer Cheating

I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
4
votes
2answers
493 views

How do I efficiently send RTS unit selections over the network?

I have a multiplayer RTS game with every unit assigned an ID. How can I efficiently send across a network the units selected by a player? For example, Starcraft 2 has upwards of 200 units per player ...
4
votes
3answers
2k views

How do I sync multiplayer game state more efficiently than full-state updates?

I've done a little game network coding before, but primarily with TCP for games without real-time needs. I am working on a 2D Java game with networked multiplayer. For learning, I want to do this ...
4
votes
6answers
1k 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 ...
4
votes
2answers
2k views

How to achieve smooth gameplay in a physics based multiplayer game? (2d)

I'm using cocos2d 2.0 and Gamekit for networking. I've got a server/client model. It works over wifi (local) and bluetooth. (Xcode 4.3, Objective C) Basically, there's a ball and 2 or more players. ...
4
votes
2answers
552 views

What platform should I use for a master server?

We are making a small FPS, and want people to be able to play it online and fetch a list of all servers from a master server. We only have experience in C#, and we have already written a master server ...
4
votes
2answers
255 views

How can I get a list of servers hosted by my players?

I'm writing a multiplayer 2D online game, where game servers are hosted by the players. I want to show players a list of the currently hosted game servers. How would I do that? I know how to let ...
4
votes
4answers
2k views

How do I write a simple 2-player server?

I've recently started learning JavaScript and HTML and developed simple 2-player game such as tick-tack-toe, battleship, and dots & boxes. However, these 2P games can only be played on one ...
4
votes
3answers
241 views

Will making players pay a virtual currency before entering a match discourage them from playing?

I'm making a multiplayer match-making game, and by my current design, people will need to pay a small fee before joining a match. At the end of the match, the team that won will get the money. That ...
4
votes
2answers
4k views

What Java library provides a high-level communication interface suitable for use in an action-game server?

I need to write a server for an action game, which needs fast communication with the client. There will only be one server, and I'll split the world in zones. The client will be written in Java using ...
4
votes
3answers
2k views

Using a web service for multiplayer games?

I've been looking into web services for making multiplayer games and was just wondering how feasible would it be? What I would like to do is make a simple MMORPG that uses a turn based fighting ...
4
votes
2answers
523 views

game multiplayer service development

I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, ...
4
votes
1answer
222 views

How to setup a client to work with a remote server or a local included server?

I'm working on a Networked multiplayer game, but while developing and for testing I want to set up a local server that acts like the multiplayer server. My thought is to approach the server as a ...
4
votes
2answers
686 views

HTML5 multi-player game data/event validation best practices

I'll start by saying that I am fully aware that this question might seem subjective at first, but I'll try and provide a specific test case scenario for it to be a clear question about validating the ...
4
votes
2answers
1k views

Multiplayer architecture in games like Diablo 2

So I've been wondering, what kind of architecture would games like world of warcraft, diablo 2 (which is most probably a different beast than WoW) use? As far as I know, RTS games state-syncs every ...
4
votes
1answer
65 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 ...