Questions tagged [multiplayer]

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

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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: ...
user avatar
1 vote
0 answers
56 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 ...
user1920703's user avatar
2 votes
1 answer
506 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 ...
PapaJohn's user avatar
0 votes
0 answers
429 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 ...
SpeekaDievs's user avatar
0 votes
0 answers
110 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 ...
amishpanda's user avatar
1 vote
1 answer
134 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 ...
Visulth's user avatar
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0 votes
1 answer
688 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 ...
Galindan's user avatar
1 vote
0 answers
50 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 ...
Emanuele Paolini's user avatar
3 votes
0 answers
598 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); ...
Chong Lip Phang's user avatar
3 votes
0 answers
151 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 ...
Megidd's user avatar
  • 141
1 vote
0 answers
62 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: ...
RabidTunes's user avatar
0 votes
0 answers
630 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 ...
Mr Haru's user avatar
1 vote
2 answers
610 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 ...
MBrain's user avatar
  • 75
0 votes
0 answers
457 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 ...
MeSterious's user avatar
0 votes
2 answers
180 views

Race condition implementing World Boss System in Web Browser MMO using PHP

I am trying to create a world boss system using PHP. But I am having a problem with how to account for all the damage while updating the health of the boss in real-time. The current damage process is ...
EnyaVil's user avatar
3 votes
2 answers
239 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,...
rtpax's user avatar
  • 139
0 votes
2 answers
623 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 ...
AlexT's user avatar
  • 101
0 votes
1 answer
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 ...
Big T Larrity's user avatar
0 votes
0 answers
188 views

Only host can spawn object

I am currently making a multiplayer game however only the host has the capability to spawn projectiles. ...
Omari Lawrence's user avatar
3 votes
2 answers
137 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 ...
anekix's user avatar
  • 145
0 votes
0 answers
884 views

Photon-Unity Instantiation not working

I use Unity and Photon for the multiplayer. I Instantiate my gameObjects using this method : ...
GameDevF7's user avatar
0 votes
1 answer
149 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 ...
Cyrius's user avatar
  • 105
-1 votes
1 answer
757 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 ...
Ember's user avatar
  • 101
2 votes
0 answers
304 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. ...
Roberto Gomes's user avatar
0 votes
0 answers
531 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 ...
FlorisdG's user avatar
  • 181
0 votes
1 answer
164 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 ...
Aleksa Ristic's user avatar
0 votes
1 answer
322 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 ...
Eastrall's user avatar
  • 145
3 votes
0 answers
49 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 ...
Drew's user avatar
  • 31
0 votes
1 answer
202 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 ...
genaray's user avatar
  • 517
0 votes
1 answer
240 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 ...
Federico Caccia's user avatar
0 votes
1 answer
864 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 ...
Leo's user avatar
  • 1,565
1 vote
0 answers
144 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 ...
Dante's user avatar
  • 111
0 votes
1 answer
215 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 (...
AlienTed's user avatar
0 votes
1 answer
334 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 ...
JDoeBloke's user avatar
  • 143
5 votes
2 answers
1k 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 ...
thenash654's user avatar
0 votes
1 answer
558 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 ...
wilson wilson's user avatar
1 vote
0 answers
606 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 ...
Konrad's user avatar
  • 140
0 votes
1 answer
1k 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 ...
Big T Larrity's user avatar
5 votes
1 answer
2k 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 ...
TanguyB's user avatar
  • 161
0 votes
1 answer
1k 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 ...
Big T Larrity's user avatar
2 votes
1 answer
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. ...
DoubleVoid's user avatar
0 votes
1 answer
354 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 ...
Anil's user avatar
  • 101
1 vote
1 answer
282 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 ...
Manool's user avatar
  • 13
4 votes
2 answers
156 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 ...
mcdonald reversed's user avatar
1 vote
2 answers
341 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 ...
anekix's user avatar
  • 145
0 votes
1 answer
124 views

processing request in order on game server

I am creating a simple multiplayer puzzle game in which multiple players can join a lobby and compete with each other. the player that submits the answer first gets the highest point, the player that ...
anekix's user avatar
  • 145
1 vote
0 answers
192 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 ...
Battlesquid's user avatar
0 votes
2 answers
77 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 ...
Olin Kirkland's user avatar
6 votes
1 answer
728 views

How to randomly create a fair maze for a multiplayer game?

I am creating a 2d multiplayer RTS game which happens inside a maze. I have used Growing Tree algorithm to randomly generate the maze. I thought that the maze would be fair for each team as long as ...
Mahdad Baghani's user avatar
0 votes
2 answers
177 views

shooting bullets without players being able to cheat

I'm working on a multiplayer game and for bullets that players shoot I was wondering what is the right way to do it: when a player press a key It send the key code to server and: a. server starts ...
adam west's user avatar
  • 117

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