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

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3
votes
0answers
188 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
305 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
3answers
224 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
1k 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
289 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
833 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
1k 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
372 views

How are trajectories calculated and transmitted to other players in Multi-Player?

I play alot of COD4. And can see tracers for gunfire, missles, care packages fall from helicopters etc. There is alot of activity. I am curious to know the algorithm (at a high level) that manages ...
2
votes
1answer
1k 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
207 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
295 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
390 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
154 views

Example/Tutorial of passing structured data over network C++

This is very general question, about strategies how to pack same informations about state of my game-world on server ( e.g. position/orientation of players, projectiles, etc. ) into data stream so ...
2
votes
2answers
1k 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
2answers
315 views

Multiplayer FPS Gameplay: How to encourage players to dispense ammo?

In the Battlefield: Hardline beta, players can now obtain health and ammo directly from other players, without having to ask for it via the command rose. Here's two examples of how asking for health ...
2
votes
1answer
506 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

Sync clocks on a real time multiplayer game - Is this ok?

I'm developing a multiplayer game through Gamecenter in unity with prime31 plugin. This is how I sync the clocks of the two players (right now there will only be 2 player in one match), and I wanted ...
2
votes
2answers
3k 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 ...
2
votes
1answer
365 views

Client Server UDP Jumping

I don't really think this is an issue with the fact that UDP can drop packets (I'm using Lidgren and using ReliableInOrder), but basically, in my game, the client send the input keys (if forward is ...
2
votes
2answers
453 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 ...
2
votes
2answers
642 views

Simple Math Multiplayer game - is Ajax sufficient?

I'm planning to create a simple math multiplayer game and I plan to just use Ajax for the server/client communication but I'm not sure if this is sufficient or if I need a socket server. The game ...
2
votes
1answer
1k views

How should I display ping in a client-server-client multiplayer?

Say I'm having a multiplayer RTS game. There's a main server for each individual game and several clients connected to it. All packets are sent to server first and then server retransmits them back to ...
2
votes
4answers
256 views

How can I avoid sending the full game state so often?

I'm making a real-time 2D MMORPG in Java. Currently data all surrounding NPCs' and players' data is sent so frequently that the client crashes—it can't handle the data quickly enough. I'm sending data ...
2
votes
1answer
174 views

how to sync two players to start at the same time for a head-to-head networking game?

I am developing a game similar to "Street Fighter" and two players can fight each other via Internet. The networking model is "lockstep" by trying to sync user controller status for each frame. When ...
2
votes
1answer
545 views

In-Depth Lockstep Explanation

I'm making a multiplayer game built upon a lockstep system and I'd just like a better grasp on the concept. My main question is on how to get every command to simulate at the same time on every client,...
2
votes
2answers
13k views

Creating offline multiplayer Android games with Unity

Is it possible to create offline multiplayer Android games with Unity (played over bluetooth/ wi-fi)? If so, then I would like to create a 2 player game prototype, containing a single room (empty cube)...
2
votes
1answer
152 views

How do I manage multiplayer login?

How is the typical login, loading the level and spawning handled? For example: Client sends "iwanttologinwithcharacterx" Server does some validity checks and instantiates characterx Server sends ...
2
votes
1answer
1k views

iOS game integrated with Facebook - Random game

How could I implement a random game for iOS via Facebook. I registered my game with Facebook and done everything so far... Can Facebook do such a thing? EDIT I connected my app to Facebook, I can ...
2
votes
1answer
280 views

Server related questions and it is available options?

i went thru a lot pages here searching for information about the "server side" of a multiplayer game, while i did found some information they were not exactly what i was looking for. What is the ...
2
votes
1answer
59 views

Client-side prediction for movement?

How would client-side prediction for movement work? From how I understand it, the player inputs "Move Forward" and the character on the player's computer instantly starts to move forward. It also ...
2
votes
1answer
54 views

Local player always at same position

I am trying out UNET ( Unity Multiplayer Service ) and I am building a space invaders like game but with two players at each side of the screen shooting at each other. I want the local player to ...
2
votes
1answer
85 views

Testers for multiplayer game? Where to find them?

I am indie game developer and we created multiplayer and realtime game IQ Wars (www.iqwars.net). We made Windows/Mac/Linux Beta version of our game public and were hoping to find some beta testers to ...
2
votes
2answers
175 views

Should I ping for a TCP-based game?

I have a head-to-head game where two players communicate through a server based on TCP. I am planning to implement a ping/pong mechanism in order to detect network disconnection situations. For ...
2
votes
1answer
413 views

How do console games avoid port forwarding with user hosted servers?

On AAA xbox games (Call of duty, etc.), the company acts as a matchmaking service but the users host all of the games. Because not everyone has ports forwarded on their router, how do these games ...
2
votes
1answer
90 views

how did coordinate-handling in old flightsimulators work?

Im currently working on a combat flight simulator pure for own fun. Using a floating-origin i thought the float inprecision was history, however this was the case untill i tried adding multiplayer to ...
2
votes
2answers
1k 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 ...
2
votes
2answers
6k 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" (...
2
votes
2answers
1k 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 ...
2
votes
2answers
602 views

What are my tool options to prototype a 2D online multiplayer game? [closed]

I'm looking for the best tool to allow me to quickly put together a 2D game that relies largely on networking. It's extremely likely that this game will require a server side program to constantly run....
2
votes
2answers
2k 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 ...
2
votes
3answers
580 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 ...
2
votes
1answer
143 views

What causes my client's painting & input thread to stop? [closed]

I recently returned to face a problem I had with a game client of mine, i.e. the client's thread responsible for input & painting becomes unable to run after some while. I suspect that it has ...
2
votes
1answer
253 views

2015 android multiplayer server based Implementation

There are a lot of old posts about multiplayer implementations on SE, so i'm looking for an up-to-date answer. What is the best server-client implementation of real-time multiplayer now? I have an ...
2
votes
1answer
97 views

Looking for good comunication schema in turn-based game with multiple players

based coop game that will need to communicate to the server to handle the game process. Basically I need to be able to invite to the game, progress through turns (one player at a time) and finish in ...
2
votes
1answer
192 views

How to sync gamestate between server and clients in turn based 4x game?

Background information: I am developing a game similar to other 4x games like Sots, MoO,... I am storing all information about the game(like star/planet/ship/fleet positions, owners and a lot of ...
2
votes
1answer
625 views

Multiplayer in a game. How to design it object wise?

I was suggested on StackOverflow to ask this question here. I'm working on a simple game and I was thinking of adding multiplayer feature but I'm a bit stuck. I'm not sure what approach should I take,...
2
votes
2answers
509 views

Adobe Air turn based multiplayer Game, sockets vs http bandwidth

I am developing an Adobe Air multiplayer game for iPad. It is turn based and not realtime. It is like checkers game. I want to use a client server model. I have found 2 options to connect to server so ...
2
votes
1answer
129 views

How can I implement something like Destiny's public events?

Bungie has shown a gameplay trailer for their new game, Destiny. The part that really stood out for me was the 'public events' that can happen randomly while playing. Now I've thought about it for a ...