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

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1
vote
2answers
74 views

Interpolation over a network - receiving and drawing an opponent in 1v1 game

I'm a newbie Java coder and I'm creating a 1v1 game with an authoritative server and two clients. My whole network is based on UDP packets: sending positions from clients sending confirmations ...
2
votes
4answers
354 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 ...
1
vote
1answer
309 views

How to make unitypackage from allseen alliance's android sdk?

Im making an offline multiplayer for Android device by Unity and I found only one way to do this is the allseenalliance sdk. After download its from here I found that to use it I need to create an ...
0
votes
0answers
27 views

Unity voice chat in multiplayer [on hold]

I'm a very beginner in Unity development, so please bear with me, if my questions are a very simple. So, I would like to know, what are the possibilities to integrate Voice Chat to Unity. I'm about ...
2
votes
2answers
222 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 ...
0
votes
0answers
31 views

How should I store game data in the multiple servers [closed]

I'm developing multiplayer game server on NODE.JS, with SOCKET.IO. For one server I'm saving game instances in memory variable. But few minutes ago I though, what should I do, if there will be a ...
0
votes
1answer
68 views

Character on Character fighting animations

sorry about the vague title, but these couple of videos/images might explain my situation a bit better: https://www.youtube.com/watch?v=MG1mNyjNuXk (Wolfenstein the Old Blood) ...
0
votes
1answer
33 views

Sending message to all players in room from Photon server?

I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute ...
4
votes
1answer
165 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 ...
2
votes
1answer
46 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 ...
1
vote
1answer
34 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
4k views

Sending RPC calls from server to client inside Unity

In my game inside Unity, I have two scenes setup. One for the main server ( acts like authoritative server ) and the other scene for my client. The game starts once my client connects to the server. ...
45
votes
10answers
9k views

How to detect and prevent abuse (botting) of online game API?

I have been ocassionally working on a game idea in my free time. The gameplay and content renders it to be implemented as a online multiplayer game built with well established web technologies. You ...
0
votes
2answers
81 views

Different physics engines on the client and server sides

I am developing a 2D multiplayer game as follow: semi-authoritative server handle up to 40 players per game. Players and other game objects will interact/collide with each other Physics like ...
1
vote
1answer
52 views

Synchronizing players and game objects in a server/client multiplyer game

OK guys, I have some experience with 2D game development (single player only), so that's fine no questions here. The problem is with multiplayer games. I already read lots of other questions and ...
0
votes
0answers
42 views

How long should interpolation last in multiplayer game?

I'm making a multiplayer game. Server is sending update packets 20x per second, that contain players positions, velocities and other important data. I want to interpolate between current and updated ...
1
vote
2answers
75 views

How to make ranked matches in a head-to-head multiplayer game?

I am working on a field hockey like game for Android and iOS. Currently I support being able to play against another player online in a client/server fashion where one device host and the other ...
0
votes
0answers
34 views

multiplayer/network security and guidelines

I am about to start programming a multiplayer game that uses TCP to transmit data. Just sending data, prozessing data on the server and displaying results on the client isnt that complicated i guess. ...
2
votes
1answer
2k views

Multiplayer game with Cocos2d-Javascript and Node.js

It is possible to make a multiplayer browser based game using cocos2d-javascript + node.js? If so, is there any tutorial about that?
1
vote
0answers
18 views

Can I use sdl_net2.0 with cocos2d-x? [closed]

Can I use sdl_net2.0 lib with cocos2d-x? And how it cconects to each other. Or analog lib to use?
31
votes
9answers
26k views

How can I make a peer-to-peer multiplayer game? [closed]

How can I make a p2p multiplayer game? I would like to have a server-less multiplayer game. But then, how all the clients know each other? Why the p2p-protocol is so famous in file transfer but not ...
1
vote
1answer
21 views

How to sync random incidents over network? (Photon + Unity / PUN related)

In my Photon powered game, I have a shotgun weapon and when a player fires a bullet, I call an RPC on other clients and it's bullets get direction from a random function, Random.Range, and on ...
0
votes
0answers
39 views

Singleplayer and multiplayer using same gameobjects in Unity?

There are a lot of topics about converting singleplayer to multiplayer games. But I could not find the accepted practice of keeping singleplayer gameplay available. Will this just work if I manually ...
3
votes
2answers
11k 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
35 views

Where can I find a service hosting tournaments with prize funds? [closed]

I have a game, and users are self-organizing to create tournament sites. They want to be able to create a tournament, have competitors put down a $1 each, and the winner takes all. Are there any ...
1
vote
2answers
534 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 ...
0
votes
0answers
20 views

badumna how to use different prefab for different entity in the game

our project uses badunma which is an open source p2p c# framework for unity https://bitbucket.org/badumna/badumna/overview currently we are using the badunma scene for our open world replication. The ...
4
votes
1answer
83 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 ...
0
votes
1answer
73 views

Best way to interpolate player movements in a very fast paced Unity game?

In my Unity online multiplayer game players move very fast and I currently use Lerp to interpolate between their last position and current position: transform.position = ...
0
votes
0answers
12 views

Photon Connections without Concurrent Users? Or other networking?

I am going to be making a multiplayer game and use http://pupnp.sourceforge.net/ for setting up connections without having the player to port forward. The game will let you make or join a room using ...
0
votes
0answers
27 views

cannot sync for connected player after spawning meteorite ( photon PUN and ufps)

did anyone run into such bug? It happens when second player connects to a game, and that's what he sees. But players who connected earlier see everything well: meteors which I spawn by master-client ...
7
votes
2answers
2k views

Player ranking using ELO with more than two players

I would like to use ELO to track player rankings between matches of a certain game, however the game can be played with up to four players in a match. I have seen games like Carcassonne use ELO with ...
0
votes
1answer
107 views

Sending block chunks through TCP

I am creating a 'Minecraft clone' and the game is going to be only multiplayer. I currently have a limited world (it's not going to be infinite) that is 512 chunks. Each chunk is 16(X) * 16(Z) * ...
1
vote
0answers
65 views

Multiplayer turn based Android/iOS [closed]

We're developing a mobile endless runner game, on Unity3d where you can challenge your Facebook friends. The only interaction between the players is the challenge - one player challenges the other, ...
1
vote
0answers
22 views

Player Position interpolation - question

I have a 1v1 real-time game. I'm sending packets with UDP, I'm using Kryonet. I had gameloop on a client that was working like this (just an example): while(true){ if(player_me.getState == ...
2
votes
0answers
34 views

Does the latest version of Python have libraries for easy host/server connections? [closed]

We're working on a turn-based multiplayer Risk-type strategy game in Pygame, and I was wondering if there were any pre-existing libraries like PodSixNet that worked for Python versions 3 and up that ...
0
votes
1answer
23 views

iOS game center game is out of sync

I've been building a game center game for iOS and it works great so far. I finally started testing the game and theres (obviously) some latency, which is causing the game to be out of sync. ...
2
votes
1answer
91 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
78 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
0answers
43 views

Improving Position Sync Bandwidth Usage in a Multiplayer Game

This is the class i use to sync position between clients in a multiplayer top-down 2D shooter game: [System.Serializable] public class MovementUpdateClass { public int MessageTime ...
2
votes
0answers
74 views

SignalR For Multiplayer Game Development [closed]

I've been working with SignalR for live chat and notifications in .NET platform and was wondering how much is it worth for working on games development? I've made some jQuery browser games and I want ...
2
votes
1answer
79 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 ...
10
votes
4answers
3k views

Simplest most effective way to rank and measure player skill in a multi-player environment?

I know of the Truskill algorithm, it's quite complex but effective. My question is there other algorithms/methods to determine a players skill for accurate measuring for multi-player competitive ...
-1
votes
2answers
900 views

3G ISPs blocking TCP protocol on port 80? [closed]

I want to run a custom TCP protocol over a 3G connection for a game. (Amazon server with mobile clients) I decided to use port 80 because hey, it's open. I'm aware that some paranoid ISPs will have ...
1
vote
1answer
48 views

How do I keep 1v1 player positions consistent over UDP on Kryonet?

I have a server which is simple: When two connections comes in, it opens a game room, pass their connections to it and runs a thread with a gameloop. (Everything is running on Kryonet) So... I made ...
1
vote
1answer
319 views

Building a simple bomberman game with Node.js and Socket.io [closed]

I'm building this game mostly because I want to experiment with Node.js and Socket.io, and the game is more like a proof of concept. To start with, I have a 2D grid system as the game map. ...
9
votes
2answers
179 views

How do I make voting to kick a “leader” player fair?

My game has many rooms of around 10 people where they compete. It's basically one big guy against the other small 9 people. However, sometimes the one guy will intentionally 'troll' and make for an ...
3
votes
1answer
47 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 ...
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 ...
0
votes
0answers
35 views

Does a game server replicate physics/terrain to validate input/events [duplicate]

I'm starting a pet project to learn more about game development; a basic moba. I know game server design is a loaded topic but I was wondering what all the server handled. You wouldn't want the ...