Questions tagged [multiplayer]

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

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-1
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1answer
169 views

Bullet uses host's camera to tell where to fire rather than using client's camera

Problem In my 2d top-down multiplayer game, whenever the client player fires a bullet, the bullet is supposed to go towards the direction of the clients mouse. However, when the client fires, it goes ...
0
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2answers
109 views

Is there a way to do local multiplayer on a combination of Windows/Ubuntu computers?

So far I've tried Bluetooth but it doesn't appear to work on either windows or Ubuntu (for this use-case; it can connect to printers fine). I've also looked up USB-bridge-cables, but from what I’ve ...
1
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1answer
412 views

Online Multiplayer - cheating w/ delta time movement

I'm making a multiplayer game with basic linear movement and interpolation. I've read gabriel's article about client-side prediction and server reconciliation and have tried applying it to my own. My ...
3
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0answers
67 views

Unity: objects behaving different when NetworkTransform is used to sync movement

I am experimenting with some simple multiplayer/networking in unity. Currently I have a plane object as the ground, and a cube prefab as the player object. I have a network manager with round-robin ...
0
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1answer
79 views

Multiplayer Testing with Steam Accounts [closed]

I'm build a multiplayer first person shooter, that supports 32 players. What is the best way to test large quantities of players? I'll need 32 steam accounts, with 32 machines to run on. Less, if I ...
1
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0answers
314 views

Unity multiple servers for rooms

I have an FPS game that I'd like to make multiplayer. It would need to support multiple matches at once with about 10 players in each. However I want physics to be server-authoritative so that means ...
0
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1answer
1k views

Could a Peer-To-Peer network architecture be good for my fighting game

I am looking forward to developing a 2D spaceship-fighting, brawler game and I have so many ideas about it. I am going to make a single-player component anyway, but the core of this game would ...
1
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0answers
150 views

I want to develop basic level GameRanger link game lobby [closed]

I want to develop basic level GameRanger link game lobby. I am using Winform, C# Framework 4.0. currently i am exploring below code https://www.codeproject.com/Articles/14050/A-game-lobby-system-in-C?...
0
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2answers
101 views

Synchronizing “token” between players(multiplayer) [duplicate]

I am implementing the multiplayer(client-server architecture) of a game, and I came to doubt about entities common to players. I understand how to share information such as the position of the ...
0
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1answer
285 views

How to change a Variable on an Instance of a Player with Network Manager?

So I am trying to change a variable on a player object by clicking a button using Unet. However, I am having trouble getting the instance of the player object. Is there a way to get the instance of a ...
3
votes
1answer
796 views

How do i make turn based combat with 10+ players work?

I am currently developing a game with a turn based combat as focus. The games battles will need to be able to handle 1 to 20 players (Multiplayer). Each unit (Player and AI) each has an initiative (...
0
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0answers
75 views

Convert a one-player client to a hotseat

I'm making a card game (inspired by Dominion, Hearthstone, Gwent, and others). The way it's set up now, it has a player manager that handles a player's resources ...
0
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1answer
102 views

What do I have to take into consideration when developing both singleplayer and multiplayer coop without dedicated servers?

The premise is simple - a game that can be played in singleplayer mode and that allows seamless partying for coop without dedicated servers. This would of course require server and client components ...
-1
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1answer
98 views

How to make a player walk over the network

First of all, it is a newbie question and I am a noob so ya. I am working on Unity with low level network API. I am able to ...
2
votes
1answer
189 views

How to manage time in a two player game?

I'm making my first online board game. After the two players accept to play with each other, I want to show a get ready message for 3 seconds, then both start playing together, each has 30 seconds to ...
1
vote
1answer
47 views

How can I make actions that effect the position of another player appear responsive when my game server is authoritative?

You are playing as Lucio in Overwatch. You boop another player and they immediately get booped away. It feels really responsive. But the server hasn't actually registered the boop yet. By the time ...
1
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0answers
172 views

How come serverless functions are so much more expensive than a VPS hosting my PHP API?

I'm working on an online turn-based game. I will have a server, but it will be used strictly for storing match data and relaying it to the match's participants (or spectators). For simplicity, no game ...
1
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0answers
353 views

Help needed, following Unity multiplayer Health-Bar tutorial. Only working on Server Host instance of the game

was really hoping someone can be good enough to look over my code, I've been trying to fix it for several days. I followed the Unity tutorial which is fairly basic but the bit that confuses me (and ...
4
votes
2answers
11k views

Creating a master server for Unity game (Unity 2017)

I have a basic FPS game made in Unity. I am using the Unity NetworkManager, NetworkManagerUI and NetworkIdentity components that came with Unity. The game is working fine on my local network when I ...
-1
votes
1answer
88 views

Host game client online

so the question is simple (i hope). Say i have a game client, where i can run around on some tiles. now if i want my friend to be able to log in and play the game aswell, what exactly is needed for ...
0
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0answers
141 views

HTML 5 multiplayer game with java server logic code duplication?

I want to make a browser multiplayer game with java server. I'm still in the design stage and i'm deciding what technologies to use. But i stumble upon the problem when the client need the same logic ...
1
vote
1answer
2k views

Unity multiplayer (online) - How to connect to a 'Client-Host' without using Unity Paid Service

I'm slightly annoyed with the official Unity guides here, because I have been following through some, and they have indeed helped me create a local network mulitplayer situation. However, at no point ...
1
vote
1answer
74 views

how to choose the board design in a multiplayer game?

I'm making a Nine Men's Morris board game in which players can play with other online players. But my problem is in steps before starting the game between two players. This is what I thought about: ...
0
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0answers
51 views

How to abstract mouse movement event streams for networked multiplayer?

I'm building a mouse driven 3rd person shooter with client-server network architecture. My input system is event based. Keyboard input is captured by keys.S.onUp() ...
2
votes
3answers
241 views

In a multiplayer game, should everything that is not user input be done server-side to prevent cheating?

I've heard this said before, but it seems somewhat unrealistic. These are the two scenarios I'm working with: User Presses move key, moves themselves, and tells the server -> server tells other ...
3
votes
2answers
152 views

Single-player in a co-op focused game

I'm currently planing a game idea, a coop crew based space shooter, where the focus is set heavily on the coop part. Depending what role you have, complexity varies: Gunners and Pilots are pretty easy,...
2
votes
1answer
611 views

RPC Movement in UE4

Having some issues with grapple hook movement over the network. I tried a few different methods with the RPC's, but as of now, when the client presses grapple, they simply shake in place. Here is my ...
1
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2answers
676 views

synchronized transform is always 0,0,0 in Photon unity

I'm making a simple zombie co-op game with Unity and Photon and have problem with sync enemy transform. First, I need to explain my idea of chasing enemy AI. Enemies are using NavMeshAgent to finding ...
0
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2answers
409 views

Understanding a client/server relationship

I'm currently designing a simple game in C# and want to implement online multiplayer support. Before venturing onto doing something like this, I just had a few questions about clients and servers. Is ...
2
votes
2answers
3k views

Unity - Manually sync location of players from server to client

I am new to Unity networking. I've set up my scene with NetworkManager and the Player prefab having NetworkIdentity. I originally had my players set up to sync with a NetworkTransform. This worked, ...
1
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0answers
246 views

How can I instantiate and sync a LineRenderer in multiplayer network?

I am trying to make a laser that will be visible to all clients in a multiplayer networked game on Unity. I've tried using a Command Attribute but that hasn't worked. I also found some ideas to use ...
6
votes
2answers
200 views

Limiting number of user clicks to reduce micro: best method of implementation?

I'm making a client-server game where the user can select armies and move them from one place to another. In a bid to reduce the advantage of "being able to click faster" I've decided to implement ...
9
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5answers
927 views

How to balance experience gain with player collaboration?

I'm developing an online game with friends, and we're currently blocked by a overall game design issue: how do you reward players with experience points and loot/gold yet still encourage them to play ...
-3
votes
1answer
2k views

How is Forge Networking able to provide unlimited CCU?

I was wondering how Forge Networking could provide unlimited CCU for every user, since it is a one-time purchase. Is there something about networking I still do not understand or do they simply own a ...
0
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1answer
132 views

How to find and send data about on-screen players to a client in a real-time multiplayer game?

I'm surprised I couldn't find much information on this. I am making a top-down browser game in which the players see a small section around their player (see the image). Since the player doesn't need ...
2
votes
1answer
89 views

Optimal solution for storing card values in a multiplayer card game [closed]

I am developing multiplayer turn based card game(Mendikot) in JAVA.There are four players in two teams, partners sitting opposite A standard international 52-card pack is used. The cards of each ...
1
vote
1answer
70 views

What happened with server code on deployment to Heroku [closed]

I'm starting to learn about making games on the web and am using this agario clone on GitHub to help. I've succeeded in setting up a version on Heroku using the instructions from here. I've never ...
2
votes
2answers
3k 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 ...
0
votes
1answer
616 views

How can I get fastest region server in Photon C++ Client API?

I am facing problem with my online multiplayer board game. It takes long time to create and join room. Also sometimes other player doesn't get the data. After searching all over the Photon C++ code I ...
0
votes
1answer
93 views

tcp multiplayer security/structure

I'm creating a real time multiplayer game. Each piece of data needs to be received, but it still needs to be as fast as possible which is why I don't want to use TLS for every request. Here's what I ...
2
votes
2answers
436 views

Storing quests for an online RPG in a MySQL database

I'm creating an online RPG game and I've been looking around for a way to save players' progressions in quests in MySQL. I've been looking at Pim Jager's answer answer for a while and I've come to the ...
2
votes
1answer
577 views

How can I prevent cheating in a distributed multiplayer game?

A problem I've been thinking about recently is how it might be possible to create a multiplayer game without a centralised game server. Is it possible to distribute "server" responsibilities across ...
1
vote
1answer
746 views

Delayed linear interpolation for networking

I'm trying to implement the delayed snapshot interpolation presented at Valve's article and also Gambetta's. My current implementation is almost identical as described in the 'Multiplayer object ...
3
votes
0answers
75 views

How to test Google Play Multiplayer locally

I'm building a simple HTML5 game and I need to implement multiplayer without sharing the game on Google Play. I'm using CocoonJS's multiplayer api. How can I test Google Play Multiplayer locally? Do ...
0
votes
1answer
259 views

What is Google Play Services Multiplayer?

This question might be off-topic, i don't know where should i ask it. What's the difference between Google Play Real-Time Multiplayer, Google Play Turn-Based Multiplayer and sockets?
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0answers
182 views

Multiplayer client-side physics

I'm trying to handle all the physics on the client and correct data on the server. e.g. ...
0
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1answer
109 views

HTML5 Multiplayer movement

I'm making a 2d multiplayer html5 game that needs client-side movement, collision etc. Client sends active cursors to the server (w,a,s,d), server updates cursors on all clients and clients handles ...
0
votes
3answers
190 views

Game search engine in a p2p format

I am currently using Java to develop a multiplayer game engine. However, I am stuck on one thing. Many games (Overwatch, DotA) have automatic game search engines - you click a button and the computer ...
3
votes
2answers
1k views

Server reconciliation for multiplayer games

Reading the usual resources on multiplayer games (1, 2, 3); I have started working on my own multiplayer game. I used a naïve approach that for every input I receive from a client, I immediately run ...
1
vote
0answers
2k views

ClientDisconnected due to error: Timeout UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

Why am I getting this error. I think it has problem with port so I change port number and still getting same error. yesterday it was working fine but when I start today it giving me error like this. ...