Questions tagged [multiplayer]

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

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1answer
71 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
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1answer
465 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
35 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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1answer
201 views

Realtime Multiplayer - How to handle user updates coming in different times

I have a game loop that sends new positions of every player to other players. But there is no guarantee that the users will send the server their new positions at the same time. Actually if their ...
1
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0answers
126 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 ...
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1answer
920 views

Client Server Multiplayer Project

I have reviewed the relevant WinForms/XNA samples here and here. However, my requirements are slightly different. Given the following: I am developing a multiplayer (Client - Server) game There ...
3
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0answers
125 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
35 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
411 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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0answers
41 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
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1answer
141 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 ...
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2answers
180 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
312 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 ...
0
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1answer
2k 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
98 views

Only host can spawn object

I am currently making a multiplayer game however only the host has the capability to spawn projectiles. ...
3
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2answers
108 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 ...
34
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4answers
17k views

How does client-side prediction work?

I've read Valve + Gafferon and hundreds of pages from Google, but for whatever reason I can't get my head around client prediction. To my understanding, the basic problem is: Client A sends input at ...
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0answers
498 views

Photon-Unity Instantiation not working

I use Unity and Photon for the multiplayer. I Instantiate my gameObjects using this method : ...
0
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1answer
129 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
202 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
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1answer
645 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 ...
2
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0answers
244 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. ...
12
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3answers
31k views

Limitations of p2p multiplayer games vs client-server [closed]

I am reading up on multiplayer game architecture. So far most of the articles i've found deal with the client-server model. I'd like to know what are the limitations for using a p2p architecture? ...
3
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2answers
6k views

realtime multiplayer game database design

I'm creating a real time client/server game, where each match is a 1v1. I'm a little lost as how to implement this. I want it to be viable for 1,000 simultaneous matches, but as I'm expecting around ...
2
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2answers
2k views

Example/Tutorial of passing structured data over network C++

This is very general question, about strategies how to pack same information about state of my game-world on server ( e.g. position/orientation of players, projectiles, etc. ) into data stream so that ...
1
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2answers
2k views

QT for lan game devleopment [closed]

I am making a small game for a course in my school and was planning on using QT to build it. I have worked with pygame[last year] and turbo c++[about 5 years agao] to make games, small easy stuff. ...
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0answers
293 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 ...
4
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0answers
42 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
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1answer
153 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 ...
1
vote
1answer
1k views

Weapon Switching - Unity 3d

when I switch between weapons by Number [1 2 3 4] the weapon don't switch between them but the variable " selected weapon value changed" anyone help me, this my Code and screenshots! ...
0
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1answer
330 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 ...
0
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1answer
672 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 ...
0
votes
1answer
209 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 (...
13
votes
3answers
411 views

P2P network hiding positions?

I have been working on a P2P architecture for secure gaming and I have divided the problem into five sub-problems: Unlawful modification of sent game state Accurately drop cheaters Agreeing on a game ...
0
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1answer
302 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 ...
4
votes
2answers
999 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 ...
1
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2answers
103 views

Character appearance synchronization in open world multiplayer game

I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
1
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0answers
345 views

Is native performance of C++/C etc. relevant for game servers? [closed]

I am wondering if the performance of unmanaged languages like C++, Rust etc. is relevant when developing a game server or is it more about the network. For game clients, it makes sense and is probably ...
2
votes
1answer
365 views

LibGdx Bluetooth Game with Android

I've created a simple 2d platformer with libGdx and box2d and i wanted to add some kind of a multiplayer to it.I found an implementation over the internet that uses bluetooth with libGdx and i've ...
8
votes
2answers
13k views

Best way to interpolate player movements in a very fast paced Unity game?

In my Unity online multiplayer game players move very fast and I currently use Lerp to interpolate between their last position and current position: ...
0
votes
1answer
974 views

Help needed with syncing animation speed of a player in a Networked game (Unity)

Follow-up with new code, as per below answer. Unfornutely i still have it wrong and now the character doesn't animate at all (it seems to stay at 0.00 of the clip for ever or constantly resets to 0.00 ...
5
votes
1answer
1k views

Multithreading MMO Server. A thread per area OK? [closed]

As a personal project, I'm setting up a MMO, and writing the server in C#/.NET Core. As of now my architecture is as follows: The world exists of different areas ( you can go from area to area trough ...
1
vote
1answer
190 views

Network limitation in multiplayer game

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
0
votes
1answer
729 views

How to use SyncVar/Command/Rpc in Unity to set the AnimSpeed for each player in the scene separately

Im making a simple as possible scene in Unity for mulitplayer game. The character has a walking animation of which the speed is to be set exactly the same as the Z velocity relative to the object. I ...
2
votes
1answer
2k views

Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

I want to create a turn base multiplayer game where each player simultaneously takes his/her actions, and ends the turn. Both will see what the other player did afterwards and the next round begins. ...
4
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2answers
137 views

Implementing multiplayer aspect of a simple HTML5 game

I've been thinking about this a lot. I am trying to implement a simple multiplayer game but I have difficulty figuring out how to "share the scene". For example, there are non-player entities like ...
1
vote
1answer
185 views

Compensate for animation time in multiplayer network game

I'm developing a multiplayer turn-based card game. In certain scenarios, the clients are required to perform an animation before moving on with the game. For example, the server informs the clients to ...
0
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2answers
161 views

calculating and saving latencies for multiplayer game

i am making a simple multiplayer puzzle game which basically presents a group of connected users some simple questions and whoever answers first wins the game. but i am having some issue in designing ...
1
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0answers
168 views

Linear Interpolation Implementation

I'm trying to implement entity interpolation into my game. The structure is as follows: Send the keypress states from the client to the server Process the inputs and make calculations based on them ...
0
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2answers
72 views

Will Geolocations for IPs ever change?

I'm making a game where the geographic location of a user is used to give them a little flag icon next to their user name. To do this, I've been using the ipstack API. However, the API only allows up ...

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