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

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0
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0answers
19 views

UDP sending very often data, but important. Should I use unreliable and resend packet or reliable packet

I'm making multiplayer for RPG game. My problem is, that I send very often player data (100 ms), that contains: Position (float x, y, z) Radius (float angle) Animation (int16_t id) And because the ...
0
votes
0answers
6 views

File transfer between Unity clients [Photon]

I'm working on a project using Photon PUN for the multiplayer (using Photon Cloud servers provided from Photon) To provide context, i have player customizable graphics (which are kept locally - think ...
-1
votes
0answers
24 views

Multiplayer queue system for matchmaking [on hold]

I'm building an mp game that needs to have some sort of a queue system (eg League of Legends, CSGO, Dota2...) So my question is how to implement such ? I mean the core concept (I'm not looking for ...
-1
votes
0answers
35 views

what is best way my game can quickly teach people how to play it? [on hold]

I have a very entertaining iOS game. Everyone I've had play it from age 6, teens, to mother-in-law (really! Mother-in-law!!) and her sister in their 60's, laughs like crazy and has a great time. It'...
1
vote
1answer
47 views

Turn-based multiplayer animate moves from last turn

I'm trying to make a 2-player turn-based strategy game, using the Google Play Games APIs According to the documentation, As a match progresses, the current player can modify and store the game ...
2
votes
1answer
401 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 ....
-1
votes
1answer
177 views

Poker Game Multiplayer network logic [on hold]

I created a single player poker game. Now I want to change it to a network game. I want to use Photon(for network) and Playfab(game server) or SmartFoxServer. My problem: I want to run important ...
2
votes
1answer
63 views

How to compensate for moving objects with client side prediction?

I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
1
vote
2answers
62 views

How can I make sure multiple player scripts all get the same amount of execution time per game tick?

I'm looking for a way to allow players to write code in a high level language, but I need to be able to keep all script instances synchronized in terms of script execution time per game tick so that ...
0
votes
0answers
26 views

Where can I learn about online/networking design in detail (like specific patterns in client-server architecture)? [closed]

I'm trying to find detailed networking 'patterns' that will help me implement multiplayer into my own FPS. I'm working in C# and Unity (surprise, surprise) and I can't seem to find a whole lot of ...
1
vote
5answers
112 views

What keys should I use for a four-player game with one keyboard?

I'm planning on making a multiplayer game for up to four people on a single machine. We want to have all input coming from players using the same keyboard (or multiple keyboards connected to the same ...
1
vote
1answer
112 views

UDK ping check without joining a game?

I have made great strides in creating a custom built server browser for UDK. It registers servers with a master, and the client can download the list and populate the server browser. However I'd like ...
0
votes
0answers
31 views

Code review for Java multiplayer game base [closed]

I have been working on writing the base for a UDP based multiplayer game in java. So far, I have written: -a base server client interaction for clients to locate servers and join them -a swing app ...
2
votes
1answer
74 views

How do you use SoundManager for multiple player games over the network?

I have created a basic sound manager according to this unity tutorial (https://unity3d.com/learn/tutorials/projects/2d-roguelike/audio). However, I need it to work for multiple players over the ...
0
votes
3answers
64 views

Destructible objects for multi-player game in Unity

I am working on 3D multi-player shooter game in Unity using SmartFoxServer Since I need to implement some destructible objects in the game I tried to use these assets: Fracture https://www....
1
vote
1answer
62 views

Unity 5.3.5 - How to setup a lobby with general game settings?

I am currently working on the lobby for my game. I have followed these tutorials (https://www.youtube.com/watch?v=jklWlm5v21k), which were very helpful, and was able to setup my lobby like this. The ...
1
vote
1answer
85 views

Unexpected Execution Order in Unity (uNet)

I made a little game in Unity. It works fine in the Editor. But if I run the build version I get a NullReferenceException. This problem does only appear if the build-version-client hosts the game. ...
2
votes
2answers
263 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
39 views

UE4: Multiplayer Projectile Hit Detection Problem

I'm trying to do Projectile Hit detection in multiplayer game. I'm using next approach: On the server side I'm storing all character's positions with world timestamp(PositionUpdated method). When ...
0
votes
1answer
100 views

Object spawn only on Server in multiplayer unity3d game

In my game I have an object let say food, whoever eat that food that player will spawn one more element. I am sharing code here :- I am checking collision in Update. Following code is working fine on ...
0
votes
1answer
277 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 ...
0
votes
1answer
104 views

Phaser.io with Socket.io - What should the Server calculate and what the Client?

I'm currently playing around with phasio.io and socket.io to create a really simple multiplayer. For the beginning i created basic movement which is synched via socket.io. The clients are sending ...
0
votes
1answer
53 views

Unity WebGL build throws errors

I am working on a multiplayer game for WebGL platform and i am using (http://lockstep.io/ - SocketIo & node.js server ) for handling the game. I am facing these issues as shown in the attached ...
9
votes
3answers
325 views

Does it make sense to use both TCP and UDP at once?

After reading UDP vs TCP for data heavy realtime games - 2016, I'm wondering if it makes sense to use both TCP and UDP at the same time, but for different things: TCP for sending information that is ...
1
vote
1answer
96 views

How to handle two players playing on one keyboard with Box2D (LibGDX)?

I'm making a racing game with LibGDX and Box2D. I've been using this tutorial to implement the basic physics, and it works properly. My main problem is to implement two different sets of keys (UP-...
2
votes
1answer
5k 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. ...
1
vote
0answers
27 views

How to manage this problem in a multiplayer client-server game with Photon ?

Good day. I'm developing my first simple game, a racing car, using Unity and Photon. In my game there are a function that generate random Bonus on random position each (for instance) 5 seconds. ...
2
votes
1answer
116 views

Input and output of a server side game using web sockets

I am having a look at redeveloping an old flash based top-down zombie shooter game I made in highschool so that it supports multiplayer using socket.io. My experience over the last 5 years has been ...
1
vote
0answers
34 views

Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
3
votes
4answers
545 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
0answers
32 views

Client-side Prediction and Reconciliation for movement

I've explored the concept of client-side prediction with reconciliation quite a bit and there's one thing that puzzles me a lot. From what I've seen in most guides, the flow looks a bit like this: ...
1
vote
0answers
61 views

Modern examples of Multiplayer Network Architecture [closed]

There's a lot of documentation on Multiplayer Network Models for games from the early 2000's (Quake3, Unreal, Counter-Strike, Source Engine) which go through concepts such as client-server ...
0
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0answers
49 views

Multiplayer game server sync

I am building a 2d multiplayer game with no physics and my own authoritative server. Already have all players getting synced each with other but their movement isn't so smooth yet. Here is the ...
4
votes
4answers
363 views

Is it possible to design a multiplayer game which can be played from different devices?

I want to design a online multiplayer game for all gaming devices e.g. Desktop PC, Internet browser, Android phones, Android tablets, iPhone, iPad, XBOX 360 etc. Now my main requirement is that, I ...
1
vote
0answers
130 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
0
votes
0answers
27 views

Is it possible to stream the webcam via Unet (Unity Networking)

I've got my webcam on an ImageTexture in my Scene (with Vuforia), but now I'm struggling and I'm not sure whether it is possible to stream this picture to other players in the Multiplayer "game". I ...
2
votes
2answers
14k 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)...
1
vote
1answer
185 views

Server-side game state computing for multiplayer gaming [closed]

When making multiplayer game ( some abstract game ). Controlling actions from players are collected on the server side and changing the World's state. There are several ways to organize it: Most ...
1
vote
1answer
50 views

Global variables in a multiplayer environment

I would like to know what's the best approach to solve this problem. In a racing game, i need to create the final result chart. In a single environment i've tought something like: private string [] ...
1
vote
0answers
50 views

What i'm missing in this multiplayer Unity / photon code?

i'm having some troubles in my first, simple, multiplayer racing game, using Photon and Unity. Following classic photon tutorial i've written the code below, but, it won't work properly. In ...
0
votes
0answers
29 views

Need Server to Find Network Identity Components AFTER Initialization

I have a project that spawns bundles of prefabs using a procedural-generation script. Since the Unity networking tool will not recognize child objects as having their own NetworkIdentity, I then move ...
1
vote
1answer
65 views

4-player arena game networking model : dedicated servers? [closed]

So my question is not technically limited to 4-player games, but there has been a lot of games on steam lately (brawlhalla, duck game etc) that seem to be quite popular lately. My question is, are ...
64
votes
6answers
20k views

How to write a network game? [closed]

Based on Why is so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load ...
7
votes
0answers
109 views

Collisions between players in multiplayer racing game

I'm creating a simple racing game (spaceships, no gravity) using p2.js, phaser and node.js. What I have done: Client receives world state from server: extrapolate other players based on latest ...
3
votes
1answer
99 views

How to sync new object (weapons/bullet) in a multiplayer photon game ?

I'm using Photon to develop a multiplayer game. I would like to know the best way to synchronize "weapons" bullets object between network players. Thanks
0
votes
0answers
73 views

Multiplayer through blocked Firewall Ports?

im currently trying to develop a little game. I thought it would be a great idea to implement coop multiplayer, only lan. So i took kryonet and created a server. On my home wlan it works great im able ...
0
votes
1answer
138 views

How can I destroy a game object across the network in Unity?

How do I go about destroying a game object across the whole network in a multiplayer scene in Unity? I can only get it to destroy on the local client and not for everybody else connected. I'm ...
0
votes
0answers
43 views

Multiplayer Keeping the Client and Server Updates in Sync?

I am working on a Multiplayer Game, I have a client loop which can run at 30-60fps. Inside of that Loop I check whether the players left mouse is down. If it is, send a shoot command to the server. On ...
1
vote
0answers
75 views

What player rating system can I use when the rating can only get larger?

I am developing a turn-based multiplayer app (2 players per match) for Android. As backend I use Google Play Game Services. I have implemented a leaderboard. Now I consider how to design the ranking ...
0
votes
2answers
39 views

Single player game into Multiplayer game(Not online) [closed]

How difficult is it to do this?(Like, do you need to so skilled that you aswell might have created the game yourself) Do you need to change a lot of the code? For example, if I have a single player ...