Questions tagged [multiplayer]
Played by multiple players, cooperatively or competitively, locally or remotely.
843
questions
1
vote
1
answer
519
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:
...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
1
vote
0
answers
50
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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 ...
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);
...
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 ...
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:
...
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 ...
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 ...
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 ...
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 ...
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,...
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 ...
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 ...
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.
...
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 ...
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 :
...
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 ...
-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 ...
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. ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 (...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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.
...
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 ...
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 ...
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 ...
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 ...
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 ...
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
...
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 ...
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 ...
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 ...