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

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4
votes
1answer
228 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
690 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
73 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 ...
4
votes
2answers
170 views

Authoritative movement with client side prediction

I don't fully understand how client side prediction works with authoritative movement. Let's say we have: client at position(0,0) server at position(0,0) Now the client wants to move forward ...
4
votes
1answer
353 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
1answer
452 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
168 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
1answer
606 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
515 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 ...
4
votes
2answers
887 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
667 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
216 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
197 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 ...
4
votes
1answer
235 views

Should I encrypt my multiplayer network traffic?

My plan has been to use RSA to exchange AES session-keys with a client, which is then used for all the usual in-game stuff. Clients never connect with each other, all communication is client to server ...
4
votes
1answer
112 views

In a 2D multiplayer game should I send the position of user to the server all the time? [duplicate]

In a 2D game where the user moves with the keyboard arrows, should the user send all the time he moves his position (x, y)?. If the user has some speed, the user would send (x, y) like 50 times pixel ...
3
votes
4answers
872 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 (<canvas&...
3
votes
2answers
347 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
1k 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
2answers
770 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 ...
3
votes
2answers
13k 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 - http://...
3
votes
2answers
382 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
478 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
287 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
556 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
392 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
3answers
710 views

Prevent movement cheating in MP games

I have read a lot about movement in multiplayer games, but not so much on preventing cheating. Let's say a client sends moves packets whenever the player press a movement button, then the server ...
3
votes
1answer
207 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
2answers
2k 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
833 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
267 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
202 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
798 views

How many leaderboards can I have in Android via Google Play?

Question is simple. I have one game with multiple levels(say around 90) distributed amongts different amongst different worlds. Am I reading this right and it means I can only have 70 individual ...
3
votes
1answer
322 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
402 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
597 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
250 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
709 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
780 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
2answers
224 views

Unity 5.3.1: Single player is broken

In Unity I converted my single player game to a multiplayer game. Now, the single player game does not work anymore because the objects are disappearing on start, due to the network identity. What is ...
3
votes
1answer
215 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
182 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
868 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
1answer
309 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
1answer
101 views

How to sync new object (weapons/bullet) in a multiplayer photon game ?

I'm using Photon to develop a multiplayer game. I would like to know the best way to synchronize "weapons" bullets object between network players. Thanks
3
votes
4answers
552 views

In PHP, how do I implement multiplayer “rooms” for a turn-based game?

I'm working on a multiplayer checkers game. I want to let players choose another connected player and invite him to play. I have a working game engine and rendering, but I'm stuck on the multiplayer ...
3
votes
0answers
2k 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 ...