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

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2
votes
1answer
329 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
436 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
590 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
941 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
186 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
95 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
3answers
175 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 ...
2
votes
1answer
175 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 ...
2
votes
2answers
228 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
140 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
2answers
1k 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
1answer
272 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
2answers
112 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
202 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
81 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
829 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
4k 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
894 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
528 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 ...
2
votes
2answers
1k 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
491 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
140 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
88 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
44 views

Wake locks in Android multiplayer games

I'm porting an FPS game to Android, and I have a question about the use of wake locks. Should the client acquire a wake lock when it connects to a server to keep frames running at a proper rate when ...
2
votes
1answer
565 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 ...
2
votes
2answers
406 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
2answers
8k 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 ...
2
votes
1answer
875 views

Browser UDP Relay with TCP Websocket

I'm wondering if this is possible and what obstacles I might face. I have a game that's browser based, and since I can't send UDP packets from a browser, Can I use a plugin that the browser connects ...
2
votes
1answer
2k 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: ...
2
votes
0answers
89 views

Pitfalls in designing a coop dialog system [closed]

I like the complex, branching structure of games like visual novels and RPGs like Mass Effect. But I also like multiplayer cooperative games. So I thought, "What if there was a multiplayer dialog ...
2
votes
2answers
306 views

Zelda like multiplayer combat

I have in mind coding a multiplayer game with a similar combat to zelda's. Since i will use flash, i'm limited to use TCP. My question is, is this goal possible? It's not as fast-paced as some ...
2
votes
0answers
64 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 ...
2
votes
3answers
440 views

Game engine that allows for objects being placed in-game [closed]

I am looking for a game engine with multiplayer support that allows for players to place objects in the terrain. (eg. in TF2 one can place teleporters, etc... or in minecraft one can place blocks). I ...
2
votes
0answers
902 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 ...
1
vote
1answer
320 views

What time to display in text messages in multiplayer game?

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 ...
1
vote
1answer
348 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
vote
2answers
126 views

Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the ...
1
vote
1answer
189 views

how to store game state for a multiplayer board game eg. poker

First Approach: Store the state in database and play with database queries. Could a database handle the load, as poker is quite fast paced, and I have to query/update database for each player move. ...
1
vote
5answers
765 views

How to correctly aggregate networked data into UDP packets while avoiding fragmentation

I am starting to get my feet wet with game networking, having iterated many times now on some simple 2D games. For learning purposes, I've read the fantastic Gaffer on Games networking article a ...
1
vote
1answer
488 views

Client side prediction on FPS game

I've recently attempted to develop a simple client prediction for an FPS based on Gaffer on Games famous blog (http://gafferongames.com/game-physics/networked-physics/). Now I've gotten to the point ...
1
vote
4answers
512 views

What would be best practice of client comunication in a multiplayer game

Assume that we have a multiplayer game and the users are moving their characters (might be a circle) on the game area. At every game loop some changes can be happened. Should clients send their ...
1
vote
1answer
563 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 ...
1
vote
2answers
172 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 ...
1
vote
1answer
93 views

Why can't cross-platform multiplayer games exist?

At least, why are they so difficult to make? - assuming that's the reason why not even AAA studios accomplish this feat for their games. Especially with modern cross-platform game engines like Unreal ...
1
vote
1answer
556 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 ...
1
vote
1answer
324 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 ...
1
vote
3answers
100 views

Implementing single and muliplayer without messing everything up [closed]

I don't know a good way to implement single and multiplayer in a game without messing up the whole project structure. Should I create separate classes for single and multiplayer entities or is there ...
1
vote
3answers
184 views

How to handle network game [closed]

I'm currently building my own game using LIBGdx in JAVA but i'm facing some trouble. My game is base like this : A player have a position and some other parameters that are float, int types. He also ...
1
vote
2answers
141 views

Correct way of modelling for a multiplayer FPS game

I was wondering what was the best way to model characters for an first person shooter game? Assuming I have 2 modes to show, first person view (the player's view) and 3rd person view (viewing other ...