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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0answers
161 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 ...
1
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0answers
66 views

Multiplayer approach for tablets on wi-fi (FPS/TPS)? Server authority, etc

Looking for some guidance or what has worked well for others in implementing a multiplayer FPS/TPS type game on tablets (probably just 2-6 players at a time). The main issue being that ...
1
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0answers
83 views

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

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 ...
1
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0answers
591 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 ...
0
votes
1answer
135 views

How well (or badly) does Minecraft SMP scale?

Has anyone tested and collected some data about how well does Minecraft SMP scale, with an increasing number of players (up to large amounts of players)? I.e. the bottlenecks are: mostly in the ...
0
votes
1answer
149 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 ...
0
votes
1answer
331 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
1answer
210 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 ...
0
votes
2answers
176 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), ...
0
votes
1answer
215 views

Can a local multiplayer iOS game display differently for each device?

I've seen games which display different data for two devices, but not more than two. If possible, can it be accomplished using GameKit? EDIT: More specifically, I was thinking local multiplayer via ...
0
votes
1answer
86 views

Are there any guidelines/articles/tutorials for creating a network protocol for games? [closed]

I am currently developing a little 2D sandbox game with multiplayer functionality in XNA 4.0 and the latest lidgren-lib for networking. I found myself quickly at a point where sending a players ...
0
votes
1answer
82 views

Receiving server data inside game loop

I'm planning on how my multiplayer game client game loop should work. While I'm convinced that server should be moved from game loop into it's own thread, I'm not sure what should I do about receiving ...
0
votes
2answers
179 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 ...
0
votes
1answer
87 views

Transmit map vs Transmit seed

Given a map created with procedural generation algorithms, should the server transmit the seed used to generate this map (so client must contain the same algorithm) or maybe send all the information?. ...
0
votes
1answer
135 views

Handling increasing numbers of users (server)

For this post, we'll assume my game is multiplayer chess as it essentially requires the same functions. User logs in to the server and requests a game - the server provides a simple matching service ...
0
votes
3answers
342 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 ...
0
votes
3answers
629 views

XNA Multiplayer Gone Wrong

I'm trying to add multiplayer to my XNA platform game, and have just failed miserably. The idea behind my method is that the client knows what tick the server is at, and knows how long it takes to ...
0
votes
1answer
239 views

What early design decisions are important for creating “performant” multiplayer games?

I want to create online games and focus on the performance from the beginning. I searched on the internet, but didn't find any an particular answer concerning the design level or development level ...
0
votes
1answer
73 views

Real Time vs Turn Based (XNA) [closed]

What is a more difficult type of game to develop on XNA: A Real Time multiplayer game or a Turn Based multiplayer game? (not client server or peer to peer, just in general) Any links to articles ...
0
votes
1answer
96 views

Approaching syncing between client and server, in a Tower Defense game

I am currently working on a Multiplayer TD, players can join games, and place towers on a map, so far so good. This is how the game works as of today, when a new game is created, the server ...
0
votes
1answer
270 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 ...
0
votes
1answer
267 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 ...
0
votes
1answer
168 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
1answer
1k views

C# multi-player socket server (need clarification/suggestions)

I've been working on an 2D-RPG for a while and I recently decided to make it into an MMO (not really massive, but multi-player). Anyways, I'm attempting to write a game server in C#. Yes, I know I ...
0
votes
3answers
1k views

Multiplayer game communication framework for mac/ios

(Cross post from stackoverflow) I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer ...
0
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0answers
68 views

Building Turn-based Multiplayer Architecture [closed]

I started to make multiplayer game but as I have no expirience I tried it different ways but something doesn't feel right to me. So, I really need an advice about which ...
0
votes
0answers
73 views

Most effective way to build a lobby application for a game?

I'm trying to steer clear from "which technology should I use" and more of "what aspects of tool s should I look for to make this easy". What is the rest of the industry doing? Web stacks? I'm trying ...
0
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0answers
57 views

Implementing time slowdown in a multiplayer game [duplicate]

My game has first-person melee combat that is based on directional attacks that are controlled with mouse gestures. For example, a downward slash is most effectively blocked by a shield held up high. ...
0
votes
1answer
152 views

GameLoop architecture for local multiplayer

I'm writing a game for Android to which I want to add a mulitplayer mode (local multiplayer via WiFi/Bluetooth, not online multiplayer via server). I stored the exchange-code between the client ...
0
votes
0answers
64 views

What is an efficient/safe way to broker head to head communication for a mobile game

I have a mobile game written in XNA/MonoGame with a wcf server and I am currently designing the head to head competition mode. Previously I have created a game that used UDP to set up communication ...
0
votes
0answers
159 views

Multiplayer turn-based game architecture question [closed]

I'm working on creating a 2D game for fun to learn some of the ins and outs of multiplayer gaming. The game itself will pit two players' armies against each other in a strategic turn based battle. ...
0
votes
1answer
197 views

Anyone know good network Java Tutorials for Game Dev? [closed]

I'm trying to create a very basic pong game with Java that can have two users on two different computers and one will be the host, or a computer can just be a host and the other two clients connect, ...
0
votes
2answers
126 views

Practical Way to Store and Communicate Data for a Multiplayer Game Like This

I am working on my first multiplayer game, as I have become bored with my single player indie games. However, I have a question. Players will be placing items on a map which is arranged in a grid, ...
0
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1answer
186 views

php multiplayer game - server&client model

I'm working on a simple round&web-based multiplayer game. The idea of the game is very simple: The players get an array of audio files which they listen to and write the transcripts for in 5 ...
0
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0answers
327 views

Socket.io v.9 with Actionscript

I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client. I've been reading up a bit and have found quite a few recommendations for the ...
0
votes
0answers
94 views

How to manage own bots at the server?

There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this ...
0
votes
0answers
131 views

Worker roles in Windows Azure to host a multiplayer server

I've been doing research on where to host a simple multi-player backend for a simple game I'm developing. So as a first choice I downloaded the Windows Azure SDK, which provides a nice and simple ...
0
votes
0answers
130 views

Multiple Audio listeners in Scene

THIS IS UNITY Im trying to make a FPS game over networking, it works fine. But now, when im trying to implement sound, it won't work. My guess would be, to add a Audio listener to the prefab, that ...
0
votes
0answers
62 views

Prediction happening on (sending) client side

This seems like a simple enough concept, but I haven't seen this implemented anywhere yet. Assuming that the server just forwards and verifies data... I'm using mouse-based movement, so it's not too ...
0
votes
0answers
125 views

What is the best polling method for a real time game in Android?

I'm creating a multiplayer Android game and have been using http posting to a PHP server to get my info. This is obviously very slow and I was hoping to speed it up. What is the best polling method ...
0
votes
1answer
376 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 ...
0
votes
0answers
328 views

Mina or Netty or Node.js for a Game Server for Android Multiplayer Game? [closed]

What would be the better choice. Pros and cons or links.
0
votes
0answers
317 views

Android - Multiplayer Game - Client / Server - Java etc

I must write a multiplayer pong game for the school. Where are thousand of rooms and where two players can go in to a room and play together and collect points. I programmed the Pong game using Java ...
0
votes
2answers
4k views

How do I create a big multiplayer world in UDK?

I want to create a big multiplayer world in UDK and I'm having a few difficulties. I created the biggest terrain possible but then any terrain related action I do takes forever. However, I've seen ...
-1
votes
1answer
134 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 ...
-1
votes
1answer
41 views

Android TCG structural design [closed]

I started developing tcg for android, using ADT bundle. What is the right approach/way for making/storing cards/game info, local sqlite, some kind of data file? some service? or something else?
-1
votes
1answer
153 views

Asynchronous Game server [closed]

I am building an asynchronous multiplayer game (which can be compared whith a chess game) with Unity (up to 4 players in game). But I am stuck at choosing the server side solution. For me this kind of ...
-1
votes
1answer
195 views

Client Server Multiplayer Project

I have reviewed the relevant WinForms/XNA samples here and here. However, my requirements are slightly different. Given the following: I am developing a multiplayer (Client - Server) game There ...
-1
votes
1answer
106 views

Good resources for starting online game programming? [closed]

I´m currently developing games as a hobby and would like to increase my knowledge with the programming and the techniques for making an online game. I´m very green in this area, but would like to ...
-1
votes
2answers
1k views

What technologies were used to create “Dueling Network”?

I want to make a similar browser online multiplayer game like "Dueling Network" (link below) but for a different TCG. What technologies you believe they used to create it? Could anyone kindly refer ...