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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5
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1answer
267 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
574 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
382 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
2answers
895 views

Get timing correct with client side prediction

I believe I've got my head round CSP after reading Gabriel Gambetta's blog, Valve article and buildnewgames.com but having an issue understanding the time execution of everything. So if a player ...
5
votes
2answers
1k views

How does Unity's multiplayer support stack up compared to other engines?

I am currently starting development on a FPS game. I haven't decided on a developement tool. I am really drawn to Unity 3D but not sure how good the software is compared to others (the game has to ...
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votes
3answers
466 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
234 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
647 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
225 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
1k 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
1answer
361 views

Handling Different Aspect Ratios for a Multiplayer Game

I'm currently designing a competitive 2D, side-scrolling multiplayer game and I want support full screen play at any aspect ratio (e.g., 4:3, 5:4, 16:10, 16:9). Doing that is not so much a problem, my ...
5
votes
1answer
133 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
532 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
2answers
153 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
1answer
2k 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
713 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
2answers
702 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
330 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
3k 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 ...
4
votes
2answers
391 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
456 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 ...
4
votes
4answers
478 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 ...
4
votes
6answers
886 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
472 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
4answers
334 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 ...
4
votes
2answers
188 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
2answers
648 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 ...
4
votes
4answers
723 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
1k 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
2answers
3k 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
317 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 ...
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
449 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
185 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
1answer
828 views

Player ranking using ELO with more than two players

I would like to use ELO to track player rankings between matches of a certain game, however the game can be played with up to four players in a match. I have seen games like Carcassonne use ELO with ...
4
votes
2answers
651 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
966 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
478 views

How to develop multi-player game without involving server side code?

There have been lot of cloud based frameworks released in past few years. They provide real-time communication among users but does not allow developers to write server side code. So, how can we use ...
4
votes
1answer
293 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 ...
4
votes
2answers
290 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 ...
4
votes
1answer
423 views

Network Game testing via Wireshark

How can i check/inspect the performance of my network game via Wireshark and specifically the Graphs available in Wireshark,i want to test the performance of my network game. which kind of graphs can ...
4
votes
1answer
133 views

Executing commands at the exact same time on 2 or more computers

I have an RTS game, with deterministic simulation, but if I want multiplayer to actually work, I need commands sent between computers to be executed at the exact same time. My game's networking is ...
4
votes
2answers
686 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 ...
4
votes
2answers
649 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 ...
4
votes
1answer
622 views

Multiplayer box2d networking for turn based game

I am currently in the planning stages for a 2D game for mobile devices which I will be making in C++ using cocos2d-x. The game will be turn based and each turn will have a phase in which the physics ...
4
votes
2answers
181 views

How do I synchronise real-time moves of players on a grid?

I'm working on a real-time game based on a grid. Each player can move a single square at a time. A server tracks the game state and notifies clients of changes. It's possible for two players to make ...
4
votes
1answer
183 views

Are there any clever methods of regulating bandwidth usage for voice chat payload packets?

For example, suppose my code can determine that upstream bandwidth is unusually limited. And suppose I'm using a fully-connected mesh topology combined with a UDP-like protocol for voice chat. Is ...
3
votes
4answers
701 views

Alternatives to a leveling system

I'm currently designing a rough prototype of a mecha fighting game. These are the basics I came up with: Multiplayer (matchmaking for up to 10 people, for now) Browser based (HTML5) 2D ...