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You can do as Phillip suggests and build your protocol over HTTP, or even use one of many existing protocols that work over HTTP such as SOAP. However, if this is not enough for your needs, I recommend you consider making your game work on your custom protocol on the port of your choice. You can have your game have some basic requirements, such as a ...


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Or why not actually use HTTP as a communication protocol? You could make your application communicate with the server using SOAP. When you do not want to do this, you could trick most deep packet inspection software by using port 443 (HTTPS, rarely blocked when normal HTTP is allowed) and pretend to do a HTTPS handshake. Whether or not you actually encrypt ...


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The best way to handle asynchronous play with fun/engagement would be similar to designing any feature in any game: allow for interesting meaningful choices. Specifically, allow both players to make decisions, which means the "defending" play must be making preparatory decisions. In order to prepare for attacks of unknown variables, either allow the ...


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@jwenting Has a very valid point on restrictions of use. But you also asked about licensing and creation. Any copyrighted work or trademark can be licensed, if the copyright owner agrees to. (He may have his own plan for a game or may think you will not build a quality game and devalue his brand.) As a default and especially in your case you need to go to ...


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IANAL, and it would potentially be different in different countries, but some guidelines: Anything that references trademarked and/or copyrighted content (and everything is copyrighted at the moment of creation by its creator) should not be used without explicit permission from the trademark/copyright owner. When in doubt about trademark or copyright ...


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Depends on what you wish to do. Generally I would say Android. Market shares is on the stock exchange. What was more successful crush the castle or angry birds and why?



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