A game which is played by several players. The players may be working cooperatively or competitively (either against each other or the game).
1
vote
2answers
488 views
How to display image in second layer in Cocos2d
I am very new at Cocos2d and is testing to displaying an image over the "Hello World" text on a second layer and need help to get it work. I guess it is some basic stuff here and appreciate any tips ...
9
votes
1answer
214 views
Efficient solution for multiplayer space partioning?
This question is a little tricky, but I will try to make it clear.
Lets say I am building an online game (not MMO-scale), but that supports as many players as possible, in a authoritative server ...
7
votes
2answers
629 views
Authentication for a multiplayer game via sockets
I'm implementing a custom binary protocol for a new multiplayer game I'm working on. Its a turn-based strategy game so timing doesn't really matter. I've currently got the basic data sync portion of ...
6
votes
4answers
692 views
Server-side physic simulations with hundreds of players
I’m currently working on a singleplayer physics-orientated game where I would like the physics to be simulated server-side. This because the game will have leadersboards, persistant player ...
-2
votes
2answers
268 views
Is it possible to have a cross platform multiplayer game on iOS?
Does Apple allow socket programming? I figure if I am able to send and receive UDP packets (at least over wifi) the possibility is there.
5
votes
2answers
328 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 ...
5
votes
1answer
1k 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: ...
4
votes
1answer
465 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 ...
2
votes
1answer
535 views
Real-time UDP multiplayer games: ping measurement?
In real-time multiplayer games that use UDP for the actual game (CS:S, UT, etc.), how is network latency (ping) measured? More specifically, how do you find out how long ago a UDP packet was sent?
...
1
vote
5answers
1k views
Is it possible to use 3G internet for a TCP/IP game server?
I'm working on a turned based multiplayer android game with a friend.
I started working on the game server and client using socket programming.
I found a few tutorials on how to implement a basic chat ...
2
votes
3answers
334 views
Best way to handle realtime melee AI in authoritative network environment
So i've been working on a multiplayer game for a bit; it's a co-op action RPG with real-time combat. If you've seen or played TERA, I'd say it's comparable to that, but not an MMO, heh.
I'm currently ...
1
vote
1answer
265 views
Implementing an online database
I'd like to get into online games programming. I thought that as a start i'd be a good idea to implement an online database that would store the progress and score for a game i have made, i'll ...
3
votes
2answers
4k views
Real-time multiplayer game server development [closed]
I'm an Android developer, and I want to start developing a real-time multiplayer game, like Pocket Legends.
Would this type of server be good for a real-time multiplayer action game - ...
2
votes
2answers
320 views
How often to SendData() in my peer-ro-peer XNA game?
Currently I call
myLocalNetworkGamer.SendData(myPacketWriter, ...)
every Update(). 60 times a second sounds too much. Is there an inbuilt way to only send less often? How often should network ...
0
votes
3answers
629 views
XNA Multiplayer Gone Wrong
I'm trying to add multiplayer to my XNA platform game, and have just failed miserably.
The idea behind my method is that the client knows what tick the server is at, and knows how long it takes to ...
4
votes
2answers
500 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 ...
2
votes
0answers
138 views
Getting error messages from my server
I'm working on client-server-client game. Client is sending their status (position) 30 times a second. I'm using Lidgren.Network namespace for networking (server, client).
I've got two questions:
1. ...
4
votes
2answers
505 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 ...
11
votes
3answers
2k views
Client side prediction + sync
So I've read Valve + Gafferon and literally hundreds of pages from Google but for whatever reason I can't get my head around client prediction.
The basic problem to my understanding is:
Client A ...
-3
votes
1answer
183 views
Flash multi-player system: one player moves the other stops when using the mouse
I started making a small multi-player avatar chat to start my self with flash and multi-player. Everything worked fine when I was using arrows to move but when I started using the mouse something goes ...
2
votes
0answers
90 views
1UPT multiplayer sync
The game I'm working on is 1 unit per tile. Each player can move their single unit 1 tile at a time (click the unit and then click the tile to move to).
It's in Javascript with Node.js and presently ...
2
votes
1answer
1k views
Simple WP7 pong game with real time multiplayer using sockets
I'm making a pong clone for Windows Phone 7 and I'd love to add a multiplayer option. I've been trying to use this Ricky Tan's tutorial:
...
3
votes
1answer
184 views
What advantages are there to the one-port-per-client approach for a multiplayer server?
There are a few older games (Quake III and Hexen II to name a couple) where the server assigns a port per player.
Are there performance advantages to this? I suspect there may be, since Carmack & ...
6
votes
1answer
415 views
Why do console versions of multiplayer games support fewer players than PC versions?
source
http://answers.yahoo.com/question/index?qid=20111205162848AAb1sl9
64 Players on P.C ( 32vs32)
& bigger maps with more vehicles & buildings.
24 on Consoles ( 12vs12) ( It ...
16
votes
5answers
2k views
Game logic on the server! Good or bad?
I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
5
votes
1answer
729 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 ...
6
votes
5answers
1k views
Persistent game where you program your own bot(s) [closed]
I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script).
A sort of RTS but for bots.
Does that even ...
1
vote
0answers
591 views
Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG [closed]
Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions ...
21
votes
13answers
2k views
How to implement “bullet time” in a multiplayer game?
I have never seen such a feature before, but it should provide an interesting gameplay opportunity.
So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow ...
8
votes
3answers
4k views
Best solution for multiplayer realtime Android game
I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best:
Make server on PC, and client on mobile, all communition ...
8
votes
2answers
2k views
Is it possible to develop multiplayer games with HTML5?
I know HTML5 is great for web games, but I don't really know if it's possible to develop online games with multiple users, keeping everybody synchronized and handling logins, et cetera.
Is it possible ...
-2
votes
2answers
163 views
Resources about movement and simulation in multiplayer games [closed]
I am developing a multiplayer game, similar to Castle Crashers. This is the first multiplayer game I do so, before starting to code, I am trying to learn what's the best way to do it. I found some ...
0
votes
1answer
239 views
What early design decisions are important for creating “performant” multiplayer games?
I want to create online games and focus on the performance from the beginning.
I searched on the internet, but didn't find any an particular answer concerning the design level or development level ...
5
votes
1answer
2k views
Network client-server message exchange and clock synchronization help
i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter.
This is how the ...
2
votes
1answer
264 views
What is wrong with my technique for transmitting server and client game state?
I'm doing a network implementation of a fast-paced game. I have a puck on bot the server and client side of the simulation. I want to update the client puck position only if they are on the same ...
1
vote
2answers
3k views
Multiplayer card game using PHP/Ajax and mysql
I am designing a map game, using PHP and MYSQL. I don't know how to make the players who sign-in to the website to see other players who are also connected to the site and be able to chat with one ...
6
votes
2answers
3k views
How to handle multiplayer in JavaScript?
I'm just doing a bit of research into tech to use for a mobile multi-player game.
It's more an experiment at present so for the moment, the only thing that Players need to be aware of is the other ...
5
votes
1answer
181 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 ...
10
votes
4answers
1k views
How should I track players' real-time positions in an MMO?
How do you keep track of the positions of the players in a MMORPG? I read that you can use either a database or you can store the coordinates in files. I tried using a database but it was slow. How ...
1
vote
2answers
626 views
QT for lan game devleopment
I am making a small game for a course in my school and was planning on using QT to build it. I have worked with pygame[last year] and turbo c++[about 5 years agao] to make games, small easy stuff. ...
7
votes
4answers
794 views
Is a multiplayer game in JavaScript a good idea?
I wanted to make a multiplayer game that runs in the browser, and a friend of mine suggested that I should choose JavaScript as the main language. I already made a lot (registering, logging in, half ...
3
votes
1answer
173 views
Rate-limiting players actions in a multiplayer game
I'm thinking about building a multiplayer game with combat between players and monsters. Actors need to have a maximum actions per minute, otherwise users could cheat by holding down the attack key. ...
4
votes
2answers
846 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 ...
8
votes
2answers
2k views
What are the best ways to serialize and unserialize network messages for C/C++ multiplayer game?
We are using JSON right now and want to move to a binary format for some types of messages between client and server.
Should I just read structs into the socket? Use proticol buffers/thrift?
How ...
8
votes
4answers
2k views
Which Database (RDBMS vs NoSQL vs BOTH) to use for a Realtime Multiplayer Game?
I'm working on a realtime multiplayer game that will require a database (for features such as player profiles, friends, unlocks, news, etc.) This is a standard PC game (not browser-based) and will use ...
2
votes
2answers
302 views
Which platform and what strategies can I use
There's this game, that I've been wanting to make for quite some time. It's a project that I've started and had to abandon in the middle a couple of times. However, this time I'm determined to finish ...
1
vote
1answer
322 views
Wise approach to becoming good at C# XNA
Would finishing an entire course about C# at HomeAndLearn.co.uk and then jumping into XNA be a wise path to take?
Ultimate goal is to create a multiplayer 2D game.
-1
votes
2answers
1k views
What technologies were used to create “Dueling Network”?
I want to make a similar browser online multiplayer game like "Dueling Network" (link below) but for a different TCG.
What technologies you believe they used to create it?
Could anyone kindly refer ...
7
votes
5answers
860 views
Multiplayer synchronization and pathfinding
I have a point & click type interface on a client, which runs an A* on the server, for path-finding.
The game is controlled like an RTS, but the world is persistent, so players should be able to ...
8
votes
3answers
910 views
What is involved in creating a real-time multiplayer platformer game?
I'm creating a platformer game that has a "co-operative" feature which I'd like to work over networks / the internet.
Now I've read up on network game programming including articles like What every ...
