Questions tagged [multiplayer]
Played by multiple players, cooperatively or competitively, locally or remotely.
842
questions
1
vote
2
answers
129
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
vote
1
answer
276
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
0
answers
289
views
Duplicate packets and termination of packets in multiplayer game
I'm making a multiplayer game (lazertag) with real hardware.
After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data.
Because of how unreliable UDP is and because ...
0
votes
2
answers
276
views
How ID's work in FPS games
I am wondering how games generate IDs/GUIDs for their entities (along these lines), and which entities specifically get them. To narrow the scope of the question down, I am just focusing on FPS games ...
59
votes
14
answers
18k
views
Why do some games persistently have mostly one viable strategy, while others can have many?
The interesting thing in League of Legends is the existence of the "meta", which, for the purpose of this question, can be defined as the One Strategy That Rules Them All. The meta shifts between ...
1
vote
3
answers
1k
views
Is it possible to store ALL game data on the sever side
I want to make a game where everything is supposed to be a surprise. Everything from the maps to the enemies, no guides what so ever.
For a normal player it may not be a big deal but some people may ...
1
vote
1
answer
324
views
In a game such as Star Wars Galaxies, Planetside, and Warcraft how would server-side collision/terrain navigation work?
I'm trying to learn some advanced topics in multiplayer networking for fun and education, specifically how server-side collision/terrain navigation works in MMOs and/or any online game.
Personally, I ...
3
votes
3
answers
493
views
Ways to include relativity in multiplayer
Im currently working on a game concept including flying Space Ships in the solar system and maybe beyond.
As the ships are using similar engines than in "The Expance" Epstein Drive. relativistic ...
3
votes
1
answer
1k
views
How to store and retrieve user data in a multiplayer game
I am building a multiplayer game with a team and each player will have a multiplayer rank, a matchmaking rating (MMR), a username, and possibly a picture, a description etc.
We are planning on ...
1
vote
0
answers
175
views
Spawn network objects in generated map
In my game, the server generates a procedural map, after send generation seed to generate it on the client. The client generates exactly the same map. In the map, I need to synchronize objects with ...
0
votes
1
answer
365
views
How Client send info to Host in Unity Multiplayer
I want to send player name and other details from client to host device. I have setup game for maximum two players connection.
Here is the code that I have tried multiple times with different changes:...
3
votes
2
answers
5k
views
Multiplayer game, design of server <-> client communication
I'm thinking about programming a multiplayer game.
For communication, I will use a Server <-> Client design like the following:
Client <-> Server <-> Client
The Game will be a kind of ...
4
votes
1
answer
562
views
Randomly generated maps in Multiplayer
I am currently trying to get randomly generated maps work in multiplayer but I have so many difficulties trying to figure out how. How do other games implement this(Minecraft, Terraria, Don't starve)? ...
2
votes
3
answers
261
views
How can I keep a consistent number of players per match in a continuous multiplayer game?
Fortnite Battle Royale is an example of a non-continuous multiplayer game. 100 players join a game which has fixed start and end times. When there's only one player remaining, the game ends.
Agar.io ...
1
vote
0
answers
70
views
Creating Customization System in Unity
I'm making a game with customization system for both characters and weapons and I don't know exactly what's the best way of doing the customizations themselves.
I'm thinking of creating separate ...
1
vote
0
answers
114
views
Should a matchmaker be in tcp or udp? [closed]
I wrote a game server in udp, now I don't know if the matchmaker be in tcp or udp.
Because I know udp is connectionless and I think the matchmaker should be in tcp because they will connect to each ...
1
vote
0
answers
740
views
When to use a lockstep protocol?
What types of games benefit most from lockstep? What games are not suitable for a lockstep protocol? What are the disadvantages of lockstep?
2
votes
1
answer
452
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 ...
2
votes
1
answer
132
views
What is the average cost of hiring a programmer mid development to implement online features?
I guess my real question is more specific than that.
I'm working on a game by myself and it has 2 player local multiplayer implemented already (it's a pretty simple 2D arcade-platformer type game). I'...
2
votes
1
answer
827
views
Can Cloud Functions be used for a multiplayer game server?
I'm building a turn-based online multiplayer game with Unity for both desktop and mobile.
Traditionally, I would build a Java socket server, host it in Google Compute Engine or similar, and have ...
1
vote
0
answers
115
views
Handling different screen sizes in multiplayer games
sorry if this has been asked already. I did some checking around and couldn't find any helpful advice.
I'm developing my first multiplayer game, and it'll be fullscreen when run. My issue is, how do ...
0
votes
1
answer
65
views
What type of network design should be used for my game?
Okay, so I am trying to design a multiplayer only game. Here is the gist of my multiplayer gameplay structure,
When a player starts up the game and clicks Play, he will be send to a map with 7 other ...
1
vote
1
answer
954
views
Implementing Multiplayer: entire world ticks or just changes?
i'm working an a very simple multiplayer experience (for now node.js, later will probably remake all in c++, but my question is more about theory).
All guides and tutorial i saw about making ...
0
votes
0
answers
162
views
What's wrong in switching Script - Unity Multiplayer
I'm trying to switch between weapons but when I want to display another screen "some example" in client I don't see any change! This screenshot shows what I mean.
[1] : https://i.stack.imgur.com/...
10
votes
2
answers
561
views
Revenue model for an open-source multiplayer game
I've had an idea for a multiplayer game, and ideally, I'd absolutely love for it to be open source.
However, I also want to make a profit from it so I can make more games and maybe even have a dev ...
0
votes
1
answer
583
views
Unity tutorial sync var not working
I tried to make a simple miltiplayer game with the unity tutorial. The Code of the Player looks like this:
...
0
votes
1
answer
931
views
Unity UNET, problems spawning and then destroying that instantiated prefab
I am very new to networking, and have ran into an issue, read below.
I have multiplayer system setup, where players can spawn, they can pick up weapons and drop them, there is an object representing ...
1
vote
1
answer
2k
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!
...
1
vote
2
answers
140
views
What issue in the shot in unity 3D?
when the start game in the client [localserver], the bullet can't forward in the space just fixed in the Gun, here image about what I say:https://i.stack.imgur.com/AjMPG.jpg "image"
network manager
...
0
votes
1
answer
495
views
Server/Client Design for Clash of Clans Like Game
I'm working on the server/client design for a game similar to Clash of Clans. I've read through dozens of articles and have some general parameters of what I'd like to accomplish.
Scalable (Probably ...
-1
votes
1
answer
340
views
Do multiplayer games use common server frameworks? [closed]
I mean, does each game company develop its own chat server? Login server?
I'm not sure how massive multiplayer games work, I believe they each have a login/lobby server and game servers, which the ...
0
votes
1
answer
702
views
Can't figure out what's making the player teleport back to spawn
I've been working on a multiplayer game that uses pathfinding and I'm really confused over this one weird bug. On your screen, the other player glitches between the spawn point and his current ...
1
vote
1
answer
947
views
Property replication vs RPC: Communication directions
I have an UParticleSystemComponent attached to ACharacter. Its activation is controlled by user input, so it receives several ...
2
votes
1
answer
6k
views
Is there a way to make a game object invisible to only certain players?
I have found a few posts and blogs here and there. But all of the solutions they provide seem to be global.
Is there a way for let's say a multiplayer scenario where maybe an enemy has a cloaking ...
1
vote
0
answers
19
views
How to send Unity NetworkMessages
So me and a couple of people are building a game with Unity, and I wanted to figure out how to keep the score in sync with all of the clients. After a lot of looking around on both the internet and ...
0
votes
1
answer
1k
views
In Photon, What happens networked GameObject's ownership when master client disconnects?
I'm creating multiplayer game with Photon. When player disconnects, especially master client does, every GameObject instantiated from Master client is gone, so I can prevent with this:
...
0
votes
1
answer
1k
views
How to interpolate server updates on the client for multiplayer?
I am implementing client-side prediction and an authoritative server multiplayer architecture. I am following along with the series of articles from http://www.gabrielgambetta.com/entity-interpolation....
0
votes
1
answer
3k
views
how to do client side prediction with server side collision detection?
I recently started working on my first multiplayer game and learning multiple game server mechanics. The game itself uses mouse movement.
For the first version I used a very simple approach, where ...
0
votes
2
answers
316
views
Latency issue on multiplayer game networking
I am currently writing a 2D top-down shooting multiplayer game using Java.
I have a game loop at the client-side that does the following in order in each game tick (The client is running in a tick ...
0
votes
1
answer
1k
views
Steamworks Networking with LibGDX / Java
I have recently found out about Steamworks SDK and after reading through some of the documentation and information from other sources I was left with a few questions.
I found Steamworks because I was ...
4
votes
1
answer
195
views
When creating a game, what are some architectural desgin concepts I can use to be able to port my game from single to multiplayer?
I am a software developer but, I mostly develop games in Unity. I have experience creating single player games as well as multiplayer games. I am at a crossroads where I am in the middle of ...
0
votes
1
answer
100
views
Let both clients know of complete game-state in turn-based game?
I'm writing a simple turn-based game for mobile, just to test the waters and I'm having doubts about the approach.
Each player has 5 cards on hand.
I want for both players to be able to replay ...
0
votes
3
answers
149
views
Separate player rating systems for attackers and defenders
Imagine a kind of tower defence game where each player specialises either in defence or attack (a player is either one or the other in all games). In each game the attacker and the defender get ...
4
votes
2
answers
5k
views
How do I resolve the error "Trying to send command for object without authority."?
I don't know what I did wrong I tried couple different ways from not using commands to using SpawnWithClientAuthority. But It either gives build and compile errors ...
-1
votes
1
answer
134
views
Precalculate/Validate auto battle game outcome on client/server?
All those idle/clicker hero games out there made me wonder how the server usually verifies the games where the player has no influence at all. I'm sure both clients would return the same result if no ...
0
votes
2
answers
543
views
Packaging a multiplayer game in unreal
I have created a new project using the third person template. I set the number of players to two in the play settings as well as using a dedicated server.
How do I package the project so that I can ...
0
votes
2
answers
582
views
Multiplayer Game - Node.js syncing other players' position
I'm creating a multiplayer platformer game with 4 players in multiple rooms. I've read a lot of articles and researched about client prediction and lag compensations. I think I can somehow manage to ...
1
vote
1
answer
762
views
Multiplayer Synchronization
I am developing multiplayer game in unity. For multiplayer i am using photon networking library. I created room and join client successfully.
But Problem is I am doing gameobject movent by this code:
...
1
vote
1
answer
127
views
Synchronise events in Multiplayer Game
I am trying to make a fighting game where two characters are fighting with hands or can have some weapon in their hands. It's a multiplayer game targeting initially for mobile devices. In Game, there ...
0
votes
1
answer
1k
views
World & client listening, use multi-threading or multi-process?
My game is based on a client / server architecture where client only sends input and receives server output.
Server has to keep track of the game, updating the world etc. But also listen to clients ...