Questions tagged [multiplayer]

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

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1answer
29 views

How to support more than 4 XInput controllers?

I'm making a multiplayer game in GameMaker Studio 2. The game supports upto 12 controllers, where the first four are XInput controllers. The rest would be DirectInput. If I try playing with 8 Xbox ...
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0answers
37 views

Where and how should I check for collision in multiplayer game?

I'm making a multiplayer game. For now, I added a script to towers and I have booleans to change using OnTriggerEnter. When triggered, client sends a message to server and towers health starts to get ...
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0answers
13 views

Photon(PUN) syncing Animations

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1answer
69 views

Dynamic Game Server Architecture

I'm trying to find a way to design a game server architecture for a real time mobile game. The design should be cost effective but still to some extend scaleable (later on). Mobile client flow: ...
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0answers
36 views

How do I support multiple platform patch cycles in a client/server multiplayer game?

I'm making a game with network multiplayer that will be playable with crossplay from multiple platforms. The game is written in c++ and uses regular TCP sockets for network communication. Currently ...
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1answer
64 views

What to use instead of UNet? [closed]

If you look at this Link you'll see UNet is deprecated and will be removed in the future. I'm developing a mobile multiplayer game, i've red official advise about it but they say "You can publish it ...
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28 views

Client side prediction in 2D rigid-body physics

I'm currently working on 2D rigid-body physics multiplayer game using Matter.js for physics (both the client and server side) and Phaser3 for rendering. Both the server and the client run the ...
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0answers
24 views

How to create Simple Click multiplayer test Game with photon

I am trying to create a simple multiplayer test sample with unity and photon but unable to do so. I am watching the tutorial and reading for 2 days. Now I know how to connect the player to a server ...
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0answers
23 views

Unity Client and Multiplayer Networking/Architecture

My background is in Enterprise and SaaS web infrastructure. Zero information about games and how their networking works. I only know about the world of browsers and RESTful APIs. I'm planning on ...
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1answer
44 views

Testing a Client's Camera in a Multiplayer FPS

I'm attempting to do a logic test regarding a client's camera in a multiplayer FPS in Unity and I'm a little uncertain of which way to implement the functionality. The scenario: - I have a host and ...
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0answers
31 views

How can I debug the logic on my game server?

I am developing a 2D side-scrolling multiplayer game using Node.js. I'm having issues debugging certain aspects of the development process (ex: collision detection, player movement, latency, etc.). ...
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1answer
88 views

Fast Serialization for Multiplayer Gaming

I wish to make a Java based multiplayer game. I am learning all about sockets and so forth. I have built a very basic UDP system that serializes an object with all the information about the game state ...
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0answers
18 views

Achieving smooth movement curves & correct collision detection with a google app realtime multiplayer game server

I'm an hobbist game developer. I'm trying to make a clone of a game like this: http://superhex.io/ to experiment with multiplayer online. First of all I'm not sure if there is a better way to ...
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0answers
27 views

How to Invite Facebook Users to a Unity Game for Android

I am currently using the following code to let the player invite other players to my multiplayer game: FB.AppRequest("Test Message", callback: this.HandleResult); ...
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19 views

Unity multiplayer network shooting concept problem

I try to implement multiplayer shooting using raycasts. Usually when the player press the shoot button i cast a ray from the center of the camera in the current direction. But now i am confused how to ...
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0answers
25 views

Storing entities in a multiplayer socket.io/node.js game

Let's say the server stores each particle as its constituent information (i.e. a JSON of attributes like 'position') and the client stores each particle as a sprite for rendering. How should the ...
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0answers
43 views

Smooth network movement lunge (UE4)

I am working on a melee in Unreal Engine 4 that lunges towards an enemy until it reaches it and applies damage. I have tried various approaches to get the movement looking smooth on the local client. ...
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0answers
96 views

How can I implement slow motion for one player in multiplayer?

Special attacks in Mortal Kombat Mobile require slow motion i.e. delay in game play. On multiplayer mode, when the opponent uses special attacks, I don't observe any lag/delay. When I use special ...
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0answers
8 views

Unity5 NetworkServer spawn method works only inside the editor

I have a script that calls the server to spawn an object when the user press a certain key. The script inerhits from NetworkBehaviour and is attached to the players prefab. ...
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0answers
26 views

Game Maker picking the wrong network adapter for broadcast

In my game I need to get the local network IP of the computer that is running the game, and for that purpose I have the following code: ...
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0answers
118 views

How can I reverse engineer an old MMO?

I want to revive an old MMO. Only the old client exists from the game, so I would have to write a whole server for it. I'm not sure how to start editing things in the already made client. Most ...
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2answers
69 views

Unity FPS - Joining players always take over the camera

I created a "network manager" and a "network manager hud" for the whole scene. My character is a simple capsule and has a camera, a weapon spawner and 3 weapons as children. I gave him a "network ...
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0answers
61 views

Is Google Play Games Services Multiplayer (Turn based) free? Is there any limitation on number of users?

I was just visiting Google Play Games Services guide for signing In in Unity. I just came to know there that Google Play Games also provide services for Multiplayer. I'm currently working on my Indie ...
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0answers
28 views

How can I handle bouncy collision lag in an online game?

In my online game, each client sends its player's x/y location to the other clients, and the other clients update the location as they receive it, with some interpolation. Issue: The game has bouncy ...
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0answers
62 views

How to add local multiplayer feature in a game using bluetooth?

I have developed a turn based game using android studio.I want to add local multiplayer feature to it. Don't need a detailed explanation, I need some idea about the following aspects:- Do I need a ...
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2answers
145 views

How can I handle the difficulty level between co-op and single player?

I'm working on an action-adventure game, and I was considering adding a co-op option. What I'm trying to decide is if when another player joins the game, if the game should get harder. On the one hand,...
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0answers
79 views

Spawned Network Object with rigidbody moves at different velocity/angle/pos on the clients/host - Unity Unet Mirror

I am using Mirror API with Unity 2019 to make a basic multiplayer game. The game is a simple ice hockey style with cylinder shaped players and a cylinder puck. The players are spawned by Network ...
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2answers
98 views

Project organization for a multiplayer client-server game

I'm programming a game 100% in Java but I'm having some issues concerning the final games architecture. I plan on having two separate projects: one that will hold the client side of communication ...
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1answer
274 views

Unity Networked gaming 2019… What happened to NetworkBehaviour, OnServerStart() etc

After a long break, I am now trying to learn some basics in networked gaming in Unity. I've installed the latest beta client (because I want to ultimately make a network multiplayer game but it will ...
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0answers
20 views

Multiplayer game- Client Shooting backwards

Making a multiplayer game. The Host shoots properly but the other players would only shoot backwards. Shooting script: ...
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0answers
27 views

Only host can spawn object

I am currently making a multiplayer game however only the host has the capability to spawn projectiles. ...
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2answers
87 views

When to stop taking items from ever-growing queue and start processing them?

I am developing a fast-paced multiplayer shooting game and following instructions from this source http://www.gabrielgambetta.com/entity-interpolation.html. In the article it says that: several ...
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0answers
10 views

Unity only projectiles shot by host visible to all players

I am currently making a fps multiplayer game, i have successfully made it so that multiple players can join and that they can see each other moving around. However there is a problem with the shooting....
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0answers
32 views

Photon-Unity Instantiation not working

I use Unity and Photon for the multiplayer. I Instantiate my gameObjects using this method : ...
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0answers
122 views

writing a game loop for a networked multiplayer game

i am trying to implement a networked multiplaye game. i understand the game loop described here : ...
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0answers
70 views

Multiplayer physics out of sync

So I'm working on this multiplayer platformer game using Phaser, Matter.js, and Colyseus.js. I have a simple map and player controls set up and now I'm trying to copy my physics simulation on the ...
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0answers
24 views

How can I make a game-wide round timer with socket.io?

I'm making a javascript multiplayer networked game called "Ultimate Tag". It's basically a multiplayer tag with upgrade every time you tag someone. I want to have 5 minute rounds with timers, and a ...
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0answers
14 views

Client updating prefab on inspector, but spawning the old prefab

I am making an AR (ArCore Cloud anchor) multiplayer(UNet) game with unity. In the game, a player can select an object with ui buttons and touch on screen to place the object. This is how I have set up ...
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0answers
51 views

Custom server UE4 [on hold]

I am trying to create a custom server for my UE4 game for fun. I know that UE has built-in support for online multiplayer, but I still want to try and create my own networking solution. Is there a ...
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1answer
109 views

Too many objects to update in db too often

We are creating a RTS mobile game and we face some problem dealing with updating a lot of object in db too often. Our game is a RTS in which players can attack enemies cities an take them. The world ...
2
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2answers
176 views

How to make fighting roster fair

I plan on creating a fighting game in the future, and I'm wondering how to make a roster functionally fair, and feel fair. You see, Super Smash Brothers Ultimate is functionally fair (I think), but at ...
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1answer
76 views

How would I create a multiplayer game owning a server?

I'm using gamemaker studio 2 to create an RPG, at the moment it's only single player but I would ideally like to make it multiplayer if possible. I've done a bit of research but all the information ...
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0answers
57 views

How to make an authoritative multiplayer game deterministic for all clients? [closed]

I'm starting to create a multiplayer online game, with an authoritative server. As it is, the clients send inputs to the server which do the simulation and then send back to clients the updated state. ...
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0answers
87 views

Unity - Bullet spawns in wrong position in client

I am making a multiplayer game with prefab shooting, but unfortunately the prefab sometimes spawns in the wrong position when I shoot from a client. The bullet ...
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1answer
55 views

Check if client is alive

I am having client/server application and i want to detect if client is alive. So i know that send() will return me null but it ...
0
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1answer
90 views

Server-side real time position calculation based on destination position - C#

What I want to achieve is to calculate the real object position based on its speed and a destination position. In my server, I have a MapInstance that have a list ...
2
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0answers
34 views

How can I add intermittent voice chat to a Unity multiplayer game?

I'm looking to make a multiplayer horror game with one of the main mechanics being the game's internal voice chat. Currently I plan on making it cut in and out so that the players (being on opposite ...
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1answer
82 views

How do i prevent IAP abuse using restoring purchases in an online game?

Lets say i have a mobile mmorpg (ios/android) where you can purchase premium currency using IAP's... how do i actually prevent the following case : Player purchases premium currency Server side ...
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0answers
125 views

Multiplayer Client Side Prediction and Extra/InterPolation

I'm developing a game like Slither.io but I have planned to add weapons and another additional stuff, I implemented the Gabriel Gambetta example which runs perfectly only if the character is updated (...
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1answer
106 views

How to propertly send map to clients in MMO?

I'm designing a game where the map has 1 M tiles. The game is simple, is a 2D game with low graphic requirements and without player movements, only change states, so I don't need to update player ...