Stack Exchange Network

Stack Exchange network consists of 175 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

Questions tagged [multiplayer]

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

0
votes
0answers
14 views

Can I use HTTPS to pass a symmetric key used for encrypting TCP packets?

I am making a multiplayer game for fun and wish to keep it secure. The client is written in C# and the server in node.js with a working connection over TCP at the moment. I am new to this subject, and ...
1
vote
1answer
34 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 ...
0
votes
0answers
26 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.). ...
0
votes
1answer
76 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 ...
1
vote
0answers
16 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 ...
2
votes
0answers
18 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); ...
0
votes
0answers
18 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 ...
0
votes
0answers
21 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 ...
0
votes
0answers
29 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. ...
2
votes
0answers
87 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 ...
0
votes
0answers
6 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. ...
1
vote
0answers
22 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: ...
0
votes
0answers
89 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 ...
1
vote
2answers
65 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 ...
0
votes
0answers
48 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 ...
0
votes
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 ...
0
votes
0answers
44 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 ...
3
votes
2answers
140 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,...
0
votes
0answers
44 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 ...
0
votes
2answers
79 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 ...
0
votes
1answer
122 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 ...
0
votes
0answers
19 views

Multiplayer game- Client Shooting backwards

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

Only host can spawn object

I am currently making a multiplayer game however only the host has the capability to spawn projectiles. ...
3
votes
2answers
81 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 ...
0
votes
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....
0
votes
0answers
17 views

Photon-Unity Instantiation not working

I use Unity and Photon for the multiplayer. I Instantiate my gameObjects using this method : ...
0
votes
0answers
76 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 : ...
0
votes
0answers
45 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 ...
0
votes
0answers
18 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 ...
0
votes
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 ...
0
votes
0answers
28 views

Custom server UE4

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 ...
0
votes
1answer
106 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
votes
2answers
164 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 ...
-1
votes
1answer
70 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 ...
1
vote
0answers
51 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. ...
0
votes
0answers
65 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 ...
0
votes
1answer
53 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
votes
1answer
74 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
votes
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 ...
0
votes
1answer
71 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 ...
0
votes
0answers
90 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 (...
0
votes
1answer
94 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 ...
0
votes
1answer
98 views

Unreal Engine: Third person example project and multiplayer

I was fiddling around with multiplayer stuff in Unreal Engine. I looked into events that run only on server, multicasting events, replication of variables... But there is something that I dont quite ...
1
vote
0answers
58 views

How do you build a matchmaking service for an iOS turn-based board game? [closed]

I want to build a board game that matches players with similar skill levels against each other. Take for example a chess iOS app. Log in, and the game pairs you up against someone with a similar elo ...
0
votes
0answers
105 views

What are the advantages and disadvantages of UPnP for my game?

I'm currently developing a multiplayer game in Java. Current architecture looks like that the players can host a server by themselfs. How ever they would to have manually open specific ports on there ...
0
votes
0answers
91 views

How can i manage input in a split-screen multiplayer game?

In non-online multiplayer games, you most often see a "Press A to join" screen. I'm currently trying to figure out how it would be possible to create such a system, that selects the player via ...
0
votes
1answer
83 views

Unity, tell matched players to go pick characters (Matchmaking)

I need to tell all the players in the match to go to some method that'd take them to character pick. The thing is that the pick happens inside the menu scene after the level get's preloaded (...
0
votes
1answer
81 views

Unity (UNET) Pass custom data when creating and joining a match in multiplayer

I've written some simple stuff to make a lobby for matchmaking. Now I want to pass some extra info besides the match name to the lobby. Something like Player's avatar and a number of players connected ...
3
votes
2answers
325 views

Is Apple Game Center Multiplayer Online?

I'm trying to build a real-time multiplayer game on Unity. I was thinking of using services such as PUN or UNet, but then I ran into Game Center's multiplayer API. I've read that Apple doesn't give ...
0
votes
1answer
93 views

lag compensation for slow bullets (opposing players perspective)

I have figured out how the server is suppose to "rewind" for bullet collisions so that when you hit a player on your screen, the server will also say you hit them. However, when you press a key to ...