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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1answer
64 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 ...
13
votes
6answers
2k views

Creating a seamlessly looping 2D multiplayer level?

A discussion came up recently about how to create a 2D side-scrolling multiplayer game that can have an looping level design (Think of Starbound and how their worlds are looping). I thought the ...
0
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0answers
24 views

Realtime Multiplayer Server for Backgammon in Unity2D

I am doing a project as a student. As I'm developing a Backgammon game for iOS and Android. I have faced the problem of choosing the best method for my server. In this game users will join a room to ...
-1
votes
1answer
483 views

Matchmaking system in Unity

I was wondering, how would one go about making a matchmaking system in Unity? I've tried some ideas with the Master Server, but it wasn't doing its job right, since thats a lobby based solution. I ...
0
votes
0answers
15 views

Windows Azure - Realtime multiplayer game guide? [closed]

I want to build a realtime multiplayer game in Windows Azure but I cannot find any guides on it. I found an old guide for Tic Tac Toe but it does not work with visual studio 2013. It would be great ...
0
votes
2answers
120 views

Multiplayer game object prediction & server reconciliation

In the game we have 3 objects. Player 1 Player 2 Ball The game is simulating in the server. The players simulated with Prediction and Server Reconciliation. It's working smooth with 100ms - 120ms ...
0
votes
0answers
36 views

Unity's Multiplayer [closed]

Hi just a quick little introduction about myself I'm currently a student attending New England Institution of Technology for Video Game Development and Simulation Programming. Once I head back to ...
0
votes
2answers
48 views

Handling early/late/dropped packets for interpolation in a 3D multiplayer game

I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this ...
2
votes
1answer
67 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 ...
1
vote
1answer
460 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
votes
3answers
161 views

Handling packet impersonating in client-server model online game

I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet ...
0
votes
1answer
234 views

Basic Connections Through Socket Server

I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the ...
2
votes
0answers
65 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
1answer
93 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 ...
13
votes
2answers
2k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
10
votes
7answers
365 views

How can I make permanent death in a MUD seem acceptable and fair to players?

I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have ...
0
votes
2answers
146 views

How can i get almost pixel perfect collision detection in a multiplayer game?

I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm ...
0
votes
2answers
98 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
116 views

Issue with multiplayer interpolation

In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. This interpolation is for a moving object not controlled by the local computer. The server sends ...
0
votes
1answer
88 views

How to solve problems with movement in simple tile based multiplayer game?

I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows: The client sends "walk one ...
5
votes
1answer
109 views

Replacement for XNA Lobby?

I am looking to implement with the Microsoft Windows Live game lobby. Since Microsoft has deprecated XNA, I am wondering if it is still possible to interact with the game lobby they provided in XNA ...
9
votes
1answer
171 views

How should I handle sound in a split-screen game?

In a split screen multiplayer game, sound events may be heard by more than one player, and they might sound different to each player. For example, player one might hear the sound of the car they're ...
1
vote
1answer
69 views

How can I communicate changes to a 2D tile-based world state in a P2P context?

Suppose two players in a game want to build a city together on a blank tile-based game world simultaneously in a peer-to-peer connected context. When a player clicks on a tile it changes the state ...
0
votes
1answer
209 views

Why bother with server-side hit detection?

Valve's hit detection tracks player positions from when the bullet fired and then tells clients only whether the hit happened, but I can't see why that is necessary in the first place. Does ...
1
vote
1answer
113 views

How can I unify the collision handling of melee/spell attacks in a networked environment?

I am trying to figure a good way to create the battle system of a game. The game is fast paced and the gameplay needs to be precise (think hack n slash) What I would like to achieve is a simple and ...
0
votes
1answer
61 views

Are there still favored of using bluetooth devices today in modern games for multiplayer gameplay?

I was wondering. Most multiplayer gameplay always favored by Wi-fi during team-up or to compete each other. I know that when in comes in huge groups (say 100 to 500 players or more online) in online ...
1
vote
1answer
63 views

Connecting players in an Online TCG

I've been developing single player games for a while now and I have decided to start working on a online PC(and maybe mobile) TCG. The design is almost complete and I can cover most of the code as far ...
0
votes
0answers
86 views

Cocos2D v3 and Physics simulation on server

I'm trying to develop a real time multiplayer game using Cococs2d v3. The game is basically a side scrolling racing game. I wanted to develop the client using Cococs2d for iPhone, and the server side ...
4
votes
3answers
265 views

Can game replays be used as cheat protection?

Say you're writing a complex turn based multiplayer strategy game in the browser (i.e. JavaScript). The game state is big and complicated (think line of sight calculations in a 3d world). There can be ...
1
vote
1answer
100 views

Mixing interpolation with extrapolation in multiplayer game

I am creating a multiplayer drag racing game and have difficulties mixing extrapolation and interpolation. To save network bandwidth i am getting information from the opponent only on his button ...
0
votes
1answer
129 views

Developing a general use multiplayer API [closed]

I'm tasked with the development of a general use multiplayer API in JavaScript, with a Node.js back-end. The goal of the API is to provide a service to JavaScript mobile game developers so they can ...
0
votes
3answers
2k views

How to make game sessions like “with friends” games?

I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with ...
0
votes
2answers
122 views

Synchronizing mob states in online multiplayer game

I'm developing an exploration-based platform game in which from the start there were plans about including local multiplayer support, but recently I've been considering an online multiplayer mode, ...
1
vote
1answer
212 views

Unity3D Multiplayer Networking

I am making a multiplayer game using Unity3D, similar to SecondLife (but focusing on a particular gameplay task). Users will be able to register/login directly in the game and their character will be ...
1
vote
0answers
65 views

Message Authentication Codes for Multiplayer? [closed]

Is it common that in multiplayer games, network messages are signatured with a Message Authentication Code? If so, do you think it is performance consuming?
1
vote
1answer
85 views

How should I go about protecting my script files?

I am working on a small multiplayer game with a whole bunch of scripting components. I know I can't store my files in plaintext otherwise anyone would be able to change the functionality of core ...
0
votes
0answers
123 views

Improve interpolation in 2d multiplayer game

I have a problem to solve while prototyping networking for a 2d game. Here's what I have so far and what's giving a headache: I run a multi-player session where one host is an authoritative server ...
3
votes
2answers
311 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 ...
16
votes
3answers
4k views

How does client-side prediction work?

I've read Valve + Gafferon and hundreds of pages from Google, but for whatever reason I can't get my head around client prediction. To my understanding, the basic problem is: Client A sends input ...
1
vote
0answers
91 views

What are the disadvantages of client-side prediction?

There's lots of talk of server-side prediction, but I haven't seen a client-side alternative implemented anywhere. My game uses mouse-based movement, so it's easy to predict the player's location ...
13
votes
2answers
507 views

How can I stop the player from drifting due to local input prediction when they stop?

I'm working on a 2D server-client multiplayer game engine (which you can try here). It uses WebRTC DataChannels. (The connections are peer-to-peer, but the host peer still acts as a server.) The ...
2
votes
1answer
401 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 ...
7
votes
3answers
387 views

How can I keep two racing players synchronised?

I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
-1
votes
2answers
147 views

Do I need threads in Hangman game? [closed]

I wish to implement a simple multiplayer Hangman game with the rule slightly bended. Rule: All the players have to guess the alphabets in the word at the same time. Whoever player guesses a correct ...
19
votes
3answers
3k views

How to predict movement correctly when a player is invisible?

I have a multiplayer game and I'm doing client-side prediction, but some players can drink a potion and become invisible... The problem is that when they become invisible I don't share anything that ...
1
vote
2answers
181 views

Should I use threads to check sockets for multiplayer game?

In a multiplayer game does the code to get/send info from/to sockets reside in the game loop or does it belong in its own thread?
0
votes
1answer
73 views

Handling latency in realtime music/rhythm-based games

Suppose I am making a co-operative multiplayer music-based rhythm game -- two players, side by side, move their cursor/avatar left and right with their mouse and attempt to hit or dodge obstacles that ...
1
vote
0answers
57 views

Designing & Implementing a generic actions & communication system [closed]

I'm currently in the process of redesigning the action/communication/sound system of some small game. This part currently handles characters speech and emotes. The game itself allows for a lot of ...
1
vote
2answers
576 views

Multiplayer game sdk for ios and android [closed]

I am working on a multiplayer game supporting Android and IOS. For IOS Game-Center seems promising. But its IOS only. OpenFeint could be a option, but now GREE has stopped supporting it. Is there ...
2
votes
2answers
167 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?