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

learn more… | top users | synonyms

0
votes
0answers
9 views

Creating new browser multiplayer game

I decided to make an browser-based multiplayer game with huge armies. So far in a year i have created an army editor, where you can create armies, place then anywhere, set several moving targets and ...
0
votes
0answers
9 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 ...
1
vote
1answer
43 views
+100

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
16 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;...
0
votes
1answer
36 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 ...
0
votes
1answer
132 views

Poker Game Multiplayer network logic

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 ...
0
votes
1answer
106 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
vote
1answer
66 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 ...
3
votes
4answers
472 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
3answers
53 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
49 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
0answers
14 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
39 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 ...
1
vote
1answer
384 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
40 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 ...
2
votes
2answers
256 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 ...
4
votes
4answers
360 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 ...
0
votes
1answer
52 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. ...
0
votes
1answer
218 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
48 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 ...
1
vote
0answers
123 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
20 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
13k 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
86 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-...
1
vote
1answer
182 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
46 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 [] ...
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
49 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
26 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
61 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
19k 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 ...
4
votes
0answers
73 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
70 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
68 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 ...
6
votes
2answers
287 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 ...
0
votes
1answer
119 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
32 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
70 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 ...
5
votes
4answers
876 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 ...
0
votes
2answers
140 views

Backend for data-driven multiplayer game

I am working on a match-based (5v5) multiplayer steam game that is similar to TF2, LoL, Dota 2, etc. I am planning a data-driven approach where character/abilities/items/etc are defined in data (JSON)...
0
votes
0answers
102 views

Unity stream webcam to other player (Multiplayer)

I want to make it possible, that I can draw on the stream of another player in my Unity game. The networked drawing works just fine, my problem is to stream the webcam. I've got the webcam input ...
0
votes
0answers
28 views

Movement prediction on client

Im pretty new to game development. Currently I try to predict the movement of the player on the client. But my client and my server are calculating different values. Im using a delta time for the ...
0
votes
2answers
48 views

The tolareable lag range in a multiplayer game

I am programming a multiplayer game. I calculate the ping in ms as : ping = the_time_i_recieved_pong - the_time_i_sent_ping I implemented client-side prediction and interpolation algorithms. When I ...
0
votes
0answers
61 views

Multiplayer rigidbody not receiving velocity syncvar on the client

I have a scene in which on a certain event the client spawns a prefab with the variables of position, rotation and rigidbody velocity set for it. It is working perfectly, it spawns in the right ...
0
votes
0answers
91 views

UNet - Local Player Authority

I have an NPC. I would like to give the player the ability to possess the NPC by clicking on it. //Prefab is spawned with networkIdentity.localPlayerAuthority = true networkIdentity....
0
votes
0answers
45 views

Authentication in network game servers

I'm currently building a UDP server that my game will talk to. The users will need to have an account created, either by using a Single Sign-On account such as Facebook or Google, or by creating an ...
1
vote
2answers
126 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 ...
1
vote
1answer
83 views

how should a server handle client actions?

So I've just started trying to make a multiplayer pong game and I have read a lot of different ways to code the connections. However, I read somewhere that you should have the inputs sent to the ...
0
votes
1answer
33 views

How to find the participation id corresponding to a sender id

I am creating a real time multiplayer game in unity 3d using Google Play Game Services. In my function where I deal with the positioning of players based on information that is sent from other players,...