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

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1
vote
2answers
439 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 ...
3
votes
2answers
57 views

Authoritative movement with client side prediction

I don't fully understand how client side prediction works with authoritative movement. Let's say we have: client at position(0,0) server at position(0,0) Now the client wants to move forward ...
0
votes
1answer
2k 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. ...
10
votes
4answers
1k views

How do you allow networking code to be written in the later stages of the development?

I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects. How can I skip out on writing network code yet leaving it fairly easily implemented, that ...
0
votes
1answer
50 views

Android multiplayer via bluetooth [closed]

How do I transfer game commands between 2 android devices via bluetooth first of all is possible to do this??If possible then someone please help in doing so.Thank u
2
votes
2answers
9k 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 ...
1
vote
1answer
151 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 ...
0
votes
1answer
174 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
28 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
2
votes
0answers
52 views

hosting a windows game on a linux server [closed]

there! I am currently working on a game on Unreal 4, and although im still in early production(barely any code written, mostly visual assets at this point), i want to ask this now, so that i know how ...
0
votes
2answers
172 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
2answers
241 views

How to pass a turn to AI and draw its move in a game?

I am writing a simple game for 2 players, where they have to make turns after each other (select a few objects to remove from the screen) and press "End turn" at the end to pass the turn to another ...
0
votes
0answers
31 views

xna multiplayer movement

So I have a tcp sockets network setup with the ability for clients to connect to the server. I'm currently trying to do movement. And iv discovers that tcp is terrible for sending out the x and y ...
2
votes
0answers
51 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each ...
0
votes
1answer
103 views

What is the correct approach to implement multiplayer in a game? [duplicate]

I'm developing a game and it is intended to be a multiplayer game. I have experience in writing servers and clients in Java, but the game is written in C++. The server will be written in Java for ...
3
votes
0answers
1k views

Use “Google Play Game Services” (Multiplayer feature) with LibGDX [closed]

I'm developing a simple game (for Android, using LibGDX Framework) and I would like to implement multiplayer feature to it. So, since the main project with the logic of the game in LibGDX is separated ...
-2
votes
1answer
77 views

How do I have a player also be a server? [Unity 2d]

I'm trying to make a game in Unity 2D, and I need a player to be a host because I can't afford dedicated hosting. Each client will have files that the server (and other clients) need to be able to ...
1
vote
0answers
41 views

Network architecture for high-traffic multiplayer [closed]

What are the pros and cons of P2P and client-server network architectures for high traffic multiplayer game? What is the best architecture for lag free multiplayer? I think that P2P will be less ...
8
votes
4answers
2k 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 ...
0
votes
0answers
58 views

KryoNet/Multiplayer Basic Design Questions

I am building a simple turn-based multiplayer Android game that resembles chess a bit. I'm using KryoNet for the multiplayer. The only thing I got working so far is the login server and game ...
-2
votes
2answers
84 views

Multithreaded or Thread pooled server for real time multiplayer games? [closed]

So if the Thread pool handles 10 players out of 100 per second, this could make a delay that will be no good for real-time games, so as I see it that MultiThreaded will be better, thus it will handle ...
0
votes
0answers
14 views

Generating in game resources at given time intervals [duplicate]

I am building an online multiplayer game in which the users gain some type of resource based on their stats from time to time, let's say once per minute they gain 100 resources each. My question would ...
0
votes
1answer
57 views

Validating User Actions on the Server

I am currently working on a networked first person shooter. I have created a server implementation that can synchronize player data. But while implementing a damage system, I realized that I almost ...
1
vote
1answer
230 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
3answers
234 views

Basic multiplayer matchmaking implementation

I am currently writing a matchmaking server application for a 5vs5 UDK game. Here is the scenario on which I built my code: The player starts the game and authenticate The player clicks an huge ...
0
votes
0answers
71 views

How to smoothly display opponents in realtime multiplayer game

I'm implementing a small-scale multiplayer racing game. As of right now, the client sends updates to the opponents on a fixed interval (or as fast as possible), containing location on the map etc. ...
2
votes
2answers
2k views

Client-Server RTS networking with lockstep and lag

The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
0
votes
0answers
212 views

Android Studio libgdx multiplayer

Does anyone know if it's possible to setup a multiplayer game using libgdx in Android Studio? I've been trying to convert my game to multiplayer using all kinds of tutorials on libgdx & ...
0
votes
3answers
188 views

Game Networking: Client request or Server Sending

I'm trying to implement a basic client-server setup for my game. But what confused me was how I would approach sending updates. Would I do: Server has a tickrate, let's say at 20ms. Each tick would ...
0
votes
1answer
86 views

How do I create a server for an existing game I don't have the source for?

I was wondering if it is possible to create a dedicated game server for a game that already exists and you don't have access to. For example, a game on Steam that only allows multiplayer through ...
8
votes
2answers
258 views

How important is a single-player mode in a 2-player game?

So say you have a 2 player game, taking Chess as an example (except it's an original game with no ready-to-go AI available). Let's say there's also a social-aspect to the meta-game, so let's say ...
5
votes
5answers
532 views

How do you get a multiplayer-only game to reach critical mass?

Say you have a multiplayer-only game in which players are randomly paired head-to-head against a random online player... How do get such a beast off the ground? You need enough players online at ...
43
votes
10answers
8k 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 ...
4
votes
4answers
499 views

How to avoid duplication using client-server model

I am using a client-server model to write a multiplayer-capable game (in Java). Currently the clients and the server are using the same code to run the game logic, in order to enable client-side ...
24
votes
14answers
4k views

How to implement “bullet time” in a multiplayer game?

I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow ...
0
votes
1answer
69 views

Google Play Game Services real-time multiplayer secure game data architecture

Is it secure to allow all game clients in a multiplayer game session to store sensitive opponent player data which should be revealed in the UI only upon a certain action (e.g. enemy building type ...
3
votes
1answer
224 views

How do I create a multiplayer server also suitable for local single-player?

I've created a voxel game in C++, OpenGL and SFML, and I want to make it multiplayer. I'd like to make it similar to Minecraft's client-server model: The single-player is just a client to the hidden ...
4
votes
3answers
1k views

How do I sync multiplayer game state more efficiently than full-state updates?

I've done a little game network coding before, but primarily with TCP for games without real-time needs. I am working on a 2D Java game with networked multiplayer. For learning, I want to do this ...
224
votes
12answers
12k views

How can I find an optimum set of colors for 10 players?

I want to give each of 10 players a unique identifying color. Is there an optimum set of colors for this? How do I create one? Every set I've come up with contains colors that are too similar. ...
2
votes
2answers
738 views

Can Unity 5 or Unreal Engine 4 do computationally identical physics simulation across platforms?

In order to use certain approaches to multiplayer physics, it requires that the clients calculate exactly the same values for physics simulations. That "exactly" is a very big word here and goes all ...
1
vote
0answers
50 views

Need to boost the number of simultaneous players in single (existing) game with Unity3d

I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain ...
2
votes
2answers
126 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 ...
0
votes
4answers
177 views

Assign each player a unique ID?

For my game's multiplayer matchmaking and back-end, every player is assigned a unique GlobalID and LocalID. The GlobalID is used for keeping track of all players and the LocalID is for keeping track ...
0
votes
0answers
41 views

Fix latency when sending state

I have a multiplayer game done with Phaser, which runs in the browser and on a node.js server. The server is authoritative, every 50ms or so it sends the game state object to all clients. The clients ...
4
votes
2answers
430 views

How do I efficiently send RTS unit selections over the network?

I have a multiplayer RTS game with every unit assigned an ID. How can I efficiently send across a network the units selected by a player? For example, Starcraft 2 has upwards of 200 units per player ...
0
votes
1answer
71 views

How does one write a wrapper for a game server? [closed]

From what I gathered, wrappers mimic the game server in question, receiving packets from client and sending them to the server (and vice versa). It acts like a bridge between the client and server, ...
2
votes
4answers
200 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 ...
1
vote
1answer
48 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 ...
-1
votes
1answer
94 views

TCP For RTS Game?

My RTS game abides by the lockstep system so keeping everyone up to date is import and guaranteeing the safe arrival of packets would make my life a lot easier. With that said, I still need decent ...
0
votes
2answers
112 views

Is 50KBs of bandwidth practical for players? [closed]

For my client-server lockstep 16-player RTS game, I've calculated the maximum bandwidth usage per second to be 50KBs for hosting a game (though this value is closer to 20KBs practically). ~90% of this ...