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

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4answers
711 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 ...
3
votes
3answers
1k 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 ...
3
votes
2answers
323 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 ...
3
votes
4answers
748 views

Key mapping for a 2-players game

I've been struggling for a while trying to figure out the best way to map two players on a single keyboard. Let's consider something generic: Arrows Validation Cancel (optional) Some common actions ...
3
votes
1answer
959 views

How to structure (the code in) a multiplayer game

I'm working on a rather small project where we will be developing a small engine, a client, a server and an editor of some kind. It's a component-based 3D engine with basic systems like Rendering, ...
3
votes
2answers
9k 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 - ...
3
votes
2answers
353 views

Is client-side prediction supposed to cause lag?

I found this general question, but I'd like clarification on a specific point. Consider this simple scenario: Client A sends input to move at T0. Server receives input at T1. All clients receive ...
3
votes
4answers
471 views

Creating a top-view racing game, do I have the right ideas, any suggestions?

I am creating a top-view, multiplayer, arcade-ish racing game, and I want to know if you guys think that I am on the right track, or not. It will work basically like this: -There are 3 races, and one ...
3
votes
2answers
219 views

How do I maintain an online users list?

In a multiplayer JavaScript game client, is it a good idea to poll the server periodically to refresh online user list, or keep track of joined/left users? Is there a better option?
3
votes
3answers
469 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 ...
3
votes
3answers
513 views

Suitable Client Server setup for Network Game testing

I want to test my Client/Server game for which, currently, I am using localhost for both Client and Server. Obviously I'm not getting any fluctuation in data and measure idea of performance, and in ...
3
votes
1answer
173 views

How do I create a multiplayer server also suitable for local single-player?

I've created a voxel game in C++, OpenGL and SFML, and I want to make it multiplayer. I'd like to make it similar to Minecraft's client-server model: The single-player is just a client to the hidden ...
3
votes
1answer
185 views

How are multiplayer mods created?

How do you make a single player game into a multiplayer one? For example: SA-MP San Andreas Multiplayer and the new Just Cause 2 Multiplayer. Before making the mod, did they need permission? How did ...
3
votes
3answers
223 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 ...
3
votes
2answers
1k views

Elegant way to handle packet loss in a lockstep P2P RTS?

What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network? For example, let's say it's tick 1000 and player 1 sends a ...
3
votes
3answers
785 views

Required Security Precautions for Flash / AS3 Multiplayer Game

I have created a couple of games in Flash/AS3 and am playing with programming a flash-based multiplayer (possibly mmo?) game where the application will communicate with a server over a socket ...
3
votes
1answer
96 views

Sending Client Input to Server (which way?)

I am trying to get networking working for my game, I've read several sources of information about this subject but one thing is still unclear for me. The way I process client input is by executing a ...
3
votes
1answer
250 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 & ...
3
votes
1answer
188 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. ...
3
votes
2answers
1k views

What is dead reckoning and how do you deal with it?

I've come across this problem before and it would be good to know the different ways of solving this problem.
3
votes
1answer
260 views

Handling actions in component based multiplayer game

Please stay with me as I explain my question. I'm creating a multiplayer game. My design pattern follows broadly thoughts described in the post here. The idea is that each actor whether be it a ...
3
votes
1answer
3k 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 ...
3
votes
2answers
234 views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
3
votes
2answers
424 views

PHP Browser Game Private Messages?

First off, I'm asking this question here because gaming and messaging are intimately connected. Why win if you can't gloat? Nevertheless, I won't be offended if this needs to be moved to overflow. ...
3
votes
2answers
231 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 ...
3
votes
4answers
1k views

Red5 or zendZMF or BlazeDS or Cirrus?

I've been trying to develop a multiplayer turn based game which is mostly free to play - I just want to see if the game idea is appreciated - hence I want to do it with minimal cost and I'm confused ...
3
votes
2answers
593 views

How to make a chat lobby in my game?

I'm writing my own RTS game in Delphi. Single-player part is almost done and works well and I'm thinking about adding multi-player to it now. There's going to be a lobby where players should be able ...
3
votes
2answers
766 views

client/server Silverlight turn based game - domain model question

I am making multiplayer (2 players) Minesweeper like the one that's available on MS Live Messenger. Client side is going to be silverlight, server side will be MVC Application. Client (the one who is ...
3
votes
1answer
158 views

Input prediction and server re-simultaion

I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the ...
3
votes
2answers
173 views

Making online battles take time

Let's say I have an account on an MMORTS and I send my 10,000 strong army to a location on the map. I then shut off my computer. Another player gives orders to his 10,000 strong army to walk to the ...
3
votes
1answer
296 views

Architecture of an action multiplayer game from scratch

Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have ...
3
votes
0answers
1k views

Use “Google Play Game Services” (Multiplayer feature) with LibGDX [closed]

i'm developing a simple game (for Android, using LibGDX Framework) and i would like to implement multiplayer feature to it. So, since the main project with the logic of the game in LibGDX is separated ...
3
votes
1answer
712 views

Validating multiplayer actions when using Javascript Game Engines client-side

I am using one of the many javascript game engine (impactjs, craftyjs, melonjs, easeljs etc) out there to handle the animation client-side. And I have a way of calling server-side functions and ...
3
votes
0answers
179 views

Getting error messages from my server [closed]

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. ...
3
votes
2answers
1k views

Determinism in multiplayer simulation with Box2D, and single computer

I wrote a small test car driving multiplayer game with Box2D using TCP server-client communcations. I ran 1 instance of server.exe and 2 instance of client.exe on the same machine that I code and ...
2
votes
2answers
241 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 ...
2
votes
2answers
703 views

Build a handshake server for a multiplayer game

I'm making a multiplayer mode for a game I developed, and it works over UDP. What I need now is a server to let a player know another player, and send each one the other's IP. I own a VPS that I'm ...
2
votes
3answers
220 views

How can we validate subjective inputs from a client?

Let's propose for a minute where we have a game using something like the Virtuix Omni. You track feet movement. You track the speed at which they run. Now, let's suppose we want to translate this into ...
2
votes
1answer
777 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 ...
2
votes
1answer
270 views

How should bots be recognised in a game?

I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, ...
2
votes
1answer
751 views

Scripting for a C#, multiplayer game

I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I ...
2
votes
1answer
914 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? ...
2
votes
1answer
2k views

Multiplayer XNA without a LIVE account? (PC)

I decided it was time to stick in a bit of multiplayer into my game, but came across my first hurdle when i quickly downloaded an example from the XNA website. It prompted me with a login to live. ...
2
votes
1answer
979 views

Networking SFML Berkley Sockets

So I'm starting work on a multi-player space shooter. And I've run into some issues. As I type this, my system is currently: //Main While Loop Gather Input Update Own Sprites Based on Input Send ...
2
votes
1answer
195 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
1answer
291 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 ...
2
votes
2answers
372 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 ...
2
votes
2answers
494 views

Can Unity 5 or Unreal Engine 4 do computationally identical physics simulation across platforms?

In order to use certain approaches to multiplayer physics, it requires that the clients calculate exactly the same values for physics simulations. That "exactly" is a very big word here and goes all ...
2
votes
1answer
412 views

Are frequent game updates a solution for preventing multiplayer cheating?

I'm creating a game on Android where the enforcement of rules can only take place on client side (I can't shift it to server side...think aimbotting but in my case I wouldn't even be able to use ...
2
votes
2answers
2k views

Client-Server RTS networking with lockstep and lag

The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...