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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9
votes
2answers
1k 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 ...
1
vote
1answer
355 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
383 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 ...
1
vote
0answers
95 views

How do I add multi-player to a Windows mobile game? [closed]

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 ...
3
votes
1answer
2k 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
190 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
61 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
203 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
2answers
209 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 ...
4
votes
6answers
705 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
320 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...?
1
vote
0answers
91 views

What are the disadvantages of client-side prediction?

There's lots of talk of server-side prediction, but I haven't seen a client-side alternative implemented anywhere. My game uses mouse-based movement, so it's easy to predict the player's location ...
2
votes
1answer
553 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
563 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
222 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 ...
8
votes
4answers
360 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
234 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
550 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 ...
16
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
2k 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" ...
1
vote
1answer
367 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
357 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 ...
10
votes
5answers
634 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
654 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
438 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
468 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
147 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
317 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
vote
2answers
348 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
269 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 ...
3
votes
3answers
978 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 ...
0
votes
1answer
482 views

Resource and game state management for multiplayer game server

I'm building a virtual world kind of engine. It's mostly for fun and learning. But I would like to get it right from the very beginning, so it is stable and can be scaled relatively easily. I've been ...
1
vote
1answer
273 views

android game: how to approach mutliplayer

I'm making a single player game that is near completion, and I am already starting to think about giving the game multiplayer. The multiplayer would basically be finding someone to play against, ...
3
votes
3answers
414 views

How can multiple clients be out of sync if they use the same RNG seed?

I have been working on a client-server architecture to enable LAN play for my open source game, Aigilas. In its current state, players stay synced in all running instances of the game but enemies and ...
4
votes
2answers
392 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, ...
0
votes
1answer
202 views

Handling Latency in Multiplayer Shoot-em-ups

I had an idea for an architecture, and I was wondering if anyone has implemented something like this or has used AWS or some other service to help? I thought about using NodeJS + SocketIO to handle ...
0
votes
2answers
221 views

Any social gaming services for JavaScript games?

I'm currently planning on building a HTML5/JavaScript game for the various platforms (Browser, iOS, Android, and WinMo7). I, obviously, would like there to be simple multiplayer (1v1, asynch), ...
4
votes
2answers
265 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 ...
7
votes
3answers
3k views

Realtime multi-player game design principles for Node.js

I've been reading the Valve article on multi-player networking which has been adapted from Yahn Bernier's 2001 paper called Latency Compensating Methods in Client/Server In-game Protocol Design and ...
0
votes
1answer
588 views

How to send an int array and struct via ENet?

I've been using the ENet library for networking and so far it's been working ok. I have established a connection between my client and server. On the client side all it does is send all user input to ...
4
votes
2answers
2k 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
1k 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. ...
2
votes
2answers
735 views

Architecture for html5 multiplayer game?

Hello I want to write a HTML5 multiplayer game in which there are rooms with two players answering a series of questions with 3 possible answers, 10sec/question, which are being downloaded from a ...
1
vote
2answers
341 views

Deterministic Multiplayer RTS game questions?

I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, ...
7
votes
3answers
902 views

Multiplayer tile based movement synchronization

I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every ...
8
votes
3answers
1k views

Best peer-to-peer game architecture

Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer ...
-2
votes
1answer
692 views

Extremely simple online multiplayer game [closed]

I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, ...
5
votes
1answer
799 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 ...
3
votes
3answers
212 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 ...