Questions tagged [multiplayer]
Played by multiple players, cooperatively or competitively, locally or remotely.
843
questions
9
votes
2
answers
1k
views
Is Xbox Live suitable for a multiplayer FPS?
I'm working on a basic first person shooter. I would eventually also like to publish it on Xbox Live.
If I do this, will I still have access to parties (invite and chat)? Does Microsoft provide ...
1
vote
1
answer
789
views
Pros and Cons of AMF in multiplayer flash game?
After trying to use red5 for my turn-based multiplayer game, I've decided to give AMF a try using amfphp, because of the expensive media server hosting solutions. (With AMF all I need is a web server)....
3
votes
3
answers
871
views
Required Security Precautions for Flash / AS3 Multiplayer Game
I have created a couple of games in Flash/AS3 and am playing with programming a flash-based multiplayer (possibly mmo?) game where the application will communicate with a server over a socket ...
9
votes
3
answers
16k
views
networking without port forwarding
I'm trying to add networking functionality to my game. I want any user to be able to host the game, and anyone to be able to connect as a client. The client sends info to the host about their player's ...
14
votes
4
answers
925
views
How to protect your real time online shooter from potential bots
I'm looking to create a multiplayer top down shooter. While I've read about different topics, I can see them I've got some real challenges ahead, but I'm all up for it.
One thing I can't understand ...
2
votes
1
answer
3k
views
Multiplayer game with Cocos2d-Javascript and Node.js
It is possible to make a multiplayer browser based game using cocos2d-javascript + node.js? If so, is there any tutorial about that?
0
votes
3
answers
2k
views
Multiplayer game communication framework for mac/ios
(Cross post from stackoverflow)
I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer ...
7
votes
5
answers
693
views
What are the pros and cons of non-unique display names?
I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance.
Under what situations does allowing non-...
8
votes
2
answers
315
views
How important is a single-player mode in a 2-player game?
So say you have a 2 player game, taking Chess as an example (except it's an original game with no ready-to-go AI available).
Let's say there's also a social-aspect to the meta-game, so let's say it'...
7
votes
3
answers
3k
views
Multiplayer / Networking options for a 2D game with physics [closed]
Summary:
My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game.
What should I do ...
10
votes
1
answer
3k
views
Game engine design: Multiplayer and listen servers [closed]
My game engine right now consists of a working singleplayer part. I'm now starting to think about how to do the multiplayer part.
I have found out that many games actually don't have a real ...
5
votes
1
answer
708
views
Game networking topology - dealing with host leaving
I am working on a P2P game in Flash and I'm wondering what network topology would be most robust for dealing with people randomly joining/leaving. I was thinking the first user to join could be the ...
5
votes
2
answers
3k
views
Best way to go for simple online multi-player games? [closed]
I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be ...
10
votes
3
answers
1k
views
Implementing match-making & community system for multiplayer games [closed]
These days, games often have multiplayer portals with chat channels & match making system for the multiplayer aspects of the game.
An example would be battle.net, magic the gathering online's ...
8
votes
2
answers
1k
views
Network Multiplayer in Flash
Flash has come a long way in the last decade, and it's a well-kept secret getting a Flash game to connect to a multi-client server for chat and/or basic avatar movement in real time.
Why has the ...
15
votes
9
answers
8k
views
Adding multiplayer to an HTML5 game [closed]
I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5.
I have made games before using straight C sockets, ...
8
votes
2
answers
496
views
What are the restrictions of 3g online games
I am looking into make a 3g online multiplayer game for the iphone. Multiplayer is my main focus but I have noticed all game apps require wi-fi. Dose anyone know if this is simply an issue with the ...
19
votes
4
answers
8k
views
Best strategy (tried and tested) for using Box2D in a real-time multiplayer game? [duplicate]
I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...
9
votes
1
answer
3k
views
Creating A Board Game AI
I want to code a board game that name is Okey and mostly popular in Turkey. http://en.wikipedia.org/wiki/Okey
But i have got some problems about AI.
Firslty let me explain the game..
The game is ...
5
votes
3
answers
549
views
What freeware frameworks and tools to choose if I want to build a game like Farmville or Club Penguin? [closed]
Say I like to experiment with multiplayer games and I do not want to reinvent the wheel and build yet another game server. I don’t mind configuring and writing wrappers and adapters (both in c++ and ...
4
votes
2
answers
1k
views
How to make a chat lobby in my game?
I'm writing my own RTS game in Delphi. Single-player part is almost done and works well and I'm thinking about adding multi-player to it now. There's going to be a lobby where players should be able ...
4
votes
2
answers
1k
views
Multiplayer architecture in games like Diablo 2
So I've been wondering, what kind of architecture would games like world of warcraft, diablo 2 (which is most probably a different beast than WoW) use?
As far as I know, RTS games state-syncs every ...
3
votes
4
answers
599
views
Creating a top-view racing game, do I have the right ideas, any suggestions?
I am creating a top-view, multiplayer, arcade-ish racing game, and I want to know if you guys think that I am on the right track, or not. It will work basically like this:
-There are 3 races, and one ...
10
votes
3
answers
2k
views
How do you design a record/replay system for a frequently changing game?
I'm working in a free MMORPG and I have a problem.
I'm (with other people) developing a video recording system for the game. The idea is basically: we record all the packages sent & received with ...
16
votes
3
answers
17k
views
Interpolating positions in a multiplayer game
In order to save bandwidth in my multiplayer game, I do not update every object every server tick, instead each object has an updateRate which tells the game that this object is expected to be updated ...
14
votes
2
answers
2k
views
Multiplayer Implementation, Can I implement it later if I chose to?
I plan to use XNA to build a game project. I'm not entirely sure at the moment if I want to add multiplayer functionality or not, bearing I have a lot of other problems to solve that I'm still new at. ...
7
votes
3
answers
5k
views
Tips for communication between JS browser game and node.js server? [closed]
I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side.
The data sent over would ...
3
votes
2
answers
822
views
client/server Silverlight turn based game - domain model question
I am making multiplayer (2 players) Minesweeper like the one that's available on MS Live Messenger.
Client side is going to be silverlight, server side will be MVC Application. Client (the one who is ...
18
votes
6
answers
2k
views
In what kind of variable type is the player position stored on a MMORPG such as WoW?
I even heard J. Carmack quickly talk about it...
How a software can track a player's position so accurately, being on a such huge world, without loading between zones, and on a multiplayer scale ? ...
39
votes
9
answers
56k
views
How can I make a peer-to-peer multiplayer game? [closed]
How can I make a p2p multiplayer game?
I would like to have a server-less multiplayer game. But then, how all the clients know each other?
Why the p2p-protocol is so famous in file transfer but not ...
18
votes
12
answers
3k
views
Balance in online PvP games
I don't know if there's an accepted solution to this wicked problem. I'm thinking about the design of an online PvP game. A key aspect of the game, something that is just a given, and not my choice, ...
13
votes
4
answers
9k
views
Simplest most effective way to rank and measure player skill in a multi-player environment?
I know of the Truskill algorithm, it's quite complex but effective.
My question is there other algorithms/methods to determine a players skill for accurate measuring for multi-player competitive ...
6
votes
4
answers
966
views
Can Google App Engine communicate with a stand alone program?
If I create a client program using say C#, or develop something for the Android or Iphone, can I use Google App Engine for the server and communicate with the client application mentioned above?
4
votes
1
answer
272
views
Are there any clever methods of regulating bandwidth usage for voice chat payload packets?
For example, suppose my code can determine that upstream bandwidth is unusually limited. And suppose I'm using a fully-connected mesh topology combined with a UDP-like protocol for voice chat. Is ...
1
vote
2
answers
1k
views
How to connect two Iphone/ipod/ipads for gameplay over local wifi network?
I would like to add the option to play against another person over my wifi network in my pong game. How do I make this happen?
Also, I would like to know how to be able to have 4 players at the same ...
8
votes
6
answers
4k
views
Which server platform to choose [closed]
I'm going to write a server for an online multiplayer with these requirements:
Pretty simple turn based game (think a card game) that is played entirely on the server (security reasons)
Must be able ...
3
votes
2
answers
3k
views
What is dead reckoning and how do you deal with it?
I've come across this problem before and it would be good to know the different ways of solving this problem.
2
votes
1
answer
308
views
Server related questions and it is available options?
i went thru a lot pages here searching for information about the "server side" of a multiplayer game, while i did found some information they were not exactly what i was looking for.
What is the best ...
20
votes
3
answers
11k
views
How to make a multiplayer game work reliably behind NAT?
Even games that are 100% client/server sometimes have issues when the client is behind NAT. Peee-peer games are even a bigger issues. Some games need to use multiple transports (such as UDP and TCP) ...
9
votes
2
answers
7k
views
How to structure a simple game server for a multiplayer game?
I would like to create a simple multiplayer game server for a simple game:
The game is supposed to be similar to Command & Conquer, you have a few tanks and a few soldiers. You can select one ...
8
votes
5
answers
2k
views
Networking in Flash games. Socket or Stratus?
Working on a prototype for a Flash game that will use networking communication. It would be better to use Peer 2 Peer connection, since it will be a multiplayer game.
Has anyone used Stratus or tried ...
20
votes
6
answers
11k
views
What are some ways to prevent or reduce cheating in online multiplayer games? [closed]
Punkbuster exists just to prevent cheating, and yet cheating is common in punkbuster enabled games. Modern Warefare 2 is seriously locked down from the end user running their own server or making any ...
75
votes
6
answers
34k
views
How to write a network game? [closed]
Based on Why is it 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 ...