Questions tagged [online]

Questions about games which require constant online presence of a player.

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How to create mobs for mmofps and synchronize their animation, movement, actions with all players?

Help me grasp the concepts of mobs and in game events that the world should control in terms of multiplayer games. I want to create some test game in browser for players to run and shoot mobs. I want ...
idchlife's user avatar
  • 229
0 votes
0 answers
79 views

How to choose what type of server to use when creating an online multiplayer game?

I want to develop an online multiplayer game using the Scala language. I am quite new to programming; I have developed some simple multiplayer games (think snake, pong), but they cannot be played ...
Lila's user avatar
  • 1
0 votes
0 answers
39 views

Entity initialization in an online game

How do online games handle creation of new entities? I currently have an EntityFactory class that requires an ID (specifying the entity type). A bunch of subroutines are executed to determine exactly ...
Kaeru's user avatar
  • 3
0 votes
1 answer
84 views

Informing clients of player actions in 2d platformer

I'm creating an online game (2d platformer) and I'm having some trouble understanding what to send clients. I'm sampling each player's input and sending it to the server after a set amount of time. ...
Kaeru's user avatar
  • 3
1 vote
0 answers
99 views

Unreal Engine 4 How to read saved player data?

I seem to have writing working fine now. But I am running into odd problems reading the data back. I want to iterate over the files so I tried this but I got an error in the log stating something ...
Jason Crosby's user avatar
0 votes
1 answer
400 views

Unreal Engine: I cant login with EOS

I am giving a shot at trying out EOS. I am running into an error while trying to log in. I have a product and application set up in the online dev portal. Dont know if I have everything right though. ...
Jason Crosby's user avatar
1 vote
1 answer
184 views

Why does today's "Metaverse" look equally or even worse than the 1990s 3D chat worlds? [closed]

In late 1990s and early 2000, I tried out "Active Worlds" and more. They let me register an account and then walk around in a vast 3D world and chat with people/avatars. It was surreal and ...
user17966019's user avatar
2 votes
3 answers
443 views

GM files in online mobile games: what type of GM file should I keep a local copy and how does it synchronize with server?

In mobile game development there are types of data that are not user save-data but are necessary for the game, we call it GM files. In my specific case, the GM files include text data such as "...
cr001's user avatar
  • 153
1 vote
1 answer
90 views

How do I advertise a game about writing role play?

I head & develop a very niche game called "Verdict", which you can read about here. Basically, Verdict is a writing game. It has the mechanical elements of an RPG and the multiplayer ...
Jacob Davis's user avatar
0 votes
0 answers
35 views

game button animation lag with Photon

Friends, I am making games using photon. But I could not do the delay animation as described in this link. The action appears to be late on the player according to the ping. Can you give an ideas ...
Kamran's user avatar
  • 1
3 votes
1 answer
198 views

Is there a reason online video games don't have "benches"?

In many physical team sports, in addition to the players deployed on the field, there are also players on the bench who the coach can sub in when the players get tired or run into unforseen ...
TheHans255's user avatar
0 votes
0 answers
260 views

Is my game at risk of fines due to CVAA if I don't support text-to-speech in chat?

Looking at a similar game like Among Us: as far as I know, it only has in text chat as a norm of communication. Shouldn't the game be obligated to have more options for disabilities like text to ...
kadtred's user avatar
0 votes
1 answer
62 views

Online multiplayer. Provoke lagged move on local player

I am developing an online multiplayer 2D videogame with Unity as a client and a server programmed in c ++. I do the synchronization of movement through an interpolation so that the movement is ...
coantia's user avatar
  • 57
1 vote
1 answer
1k views

UE4 Blueprint Multiplayer Spawning Issue

I'm attempting to copy/modify the MultiplayerShootout project's multiplayer functionality for my own project. I'm running into issues when Player 2 joins a running session though. Finding it very hard ...
Luke Hewitt's user avatar
3 votes
2 answers
321 views

Multiplayer tile based movement collisions cause client prediction to fail

I am developing a tile-based online multiplayer game, but I am stuck. Players can move across the grid in the four cardinal directions, as can enemies, but two players/enemies cannot occupy the same ...
Qq0's user avatar
  • 133
0 votes
1 answer
138 views

How does "internet connection required" protect from piracy on mobile phones?

Sometimes I can't play a paid Android platform game because it requires an internet connection, and I'm in a place where 3G doesn't work. Here is my understanding so far: The game is a "good old ...
Deleplace's user avatar
  • 101
1 vote
0 answers
829 views

How to build multiplayer games for android? [closed]

I'd like to know how to build android multiplayer games but I'm struggling to find a step-by-step or good resources on this topic. My main questions is which engine and api to use? I'd like to achieve ...
Xandy Vieira's user avatar
0 votes
1 answer
375 views

Multiplayer network architecture - why do we need to verify local movements?

I'm messing around with a 2D game using UDP. I've read some books and articles on the logic of a dedicated server to clients multiplayer game and I can't wrap my head around one thing: What I've read:...
user2578216's user avatar
1 vote
1 answer
55 views

How does one organize AI interactions with Local and Remote Players?

Scenario: In a first-person multiplayer game, an AI monster grabs a player. (This would be first-person player on the client's local machine, and a third-person remote player on the master and other ...
Visulth's user avatar
  • 107
0 votes
1 answer
393 views

MMO sending player position to other players

When it comes to sending data to a player in MMOs, is this what the server is basically doing? (pseudo code) ...
user1022585's user avatar
0 votes
1 answer
109 views

online game, NPC monster death and hit detection to gain experience points

I'm doing a simple idle game, HTML5 client and Node.js server, but I'm making it online, where the client talks to the server (websockets) and all the logic is in the server (I want to prevent ...
franmcod's user avatar
  • 103
0 votes
1 answer
1k views

How to create additional rooms for new play sessions in a 2-player online game on Node.js?

I'm creating a 2-player online game using Node.js with Express and Socket.IO My task is to create a new room when 1st, 2nd, etc ... rooms are full. From this article I know how to create one room for ...
Vitozz_RDX's user avatar
2 votes
3 answers
275 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 ...
clickbait's user avatar
  • 257
2 votes
1 answer
134 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'...
user116678's user avatar
2 votes
1 answer
853 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 ...
JVon's user avatar
  • 121
0 votes
1 answer
269 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 ...
Jarryd's user avatar
  • 103
0 votes
2 answers
151 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 ...
PerduGames's user avatar
-1 votes
1 answer
212 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 ...
Marcus H's user avatar
2 votes
3 answers
393 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 ...
Miles Turin's user avatar
1 vote
1 answer
489 views

Spreading server load for a multiplayer game

My online game is more of a "highly interactive website", as it is played in-browser using webpages and AJAX to communicate with the server, which uses PHP to generate output. The server is fairly ...
Niet the Dark Absol's user avatar
0 votes
1 answer
945 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 ...
videogamechef's user avatar
0 votes
1 answer
2k views

Best way to connect multiplayer users with each other (matchmaking) on a low powered server?

OK so I am using unity to make a multiplayer game, but I'm not sure how to connect players with each other over the internet. Unlike other questions, this isn't a general problem of working out how ...
Joe Speers's user avatar
2 votes
2 answers
673 views

Network jitter, client input to server

I am working on a authoritative client/server game, looking to both Valve and Gaffer to understand the concept. Currently, the server simulates at 20 ticks a second. The inputs received from the ...
Jpst's user avatar
  • 141
0 votes
1 answer
2k views

Unity3D: Photon syncing physics events

I'm making a billiard game and I wanna implement multiplayer in it. Since updating the movement in every frame is inefficient and laggy, I thought I could remake the events in game happen in all ...
Ssiro's user avatar
  • 85
-1 votes
2 answers
399 views

Unity Online Multiplayer

I have searched this on the internet, but I didn't get any clear answers. My question is - Can I implement an online multiplayer functionality in Unity personal edition? Also without spending any ...
AJ123's user avatar
  • 169
1 vote
0 answers
95 views

PHP development for online games [closed]

I am not pro on programming and games but i had developed an online browser-based game with php . Now i am creating a game like a chess that it do not needs an live-stream and FPS data exchanges. I ...
Chimera's user avatar
  • 11
1 vote
0 answers
473 views

How to load new scenes or models from network in unity or unreal engine?

I have a project to be done. I had done some research to accomplish some features. Event so, I couldn't find some answers. The project needs to have some features as follow; Charachter creation in ...
freezer's user avatar
  • 111
1 vote
1 answer
1k views

Best practices for client-server communication in an online Android game

I'm developing an online RPG game for my "Object-Oriented Programming" module laboratory project. The client part must be written in C#, also using Unity 3D as a graphics engine. The problem is that ...
Salivan's user avatar
  • 111
0 votes
1 answer
247 views

SQLite Query from unknown table based on known column value single query

I'm working on a database to back up my online TCG. It's currently SQLite, but I'm going to transition it to a MySQL database later. Currently, I have three distinct types of cards with their own ...
Terrey West's user avatar
-2 votes
1 answer
631 views

How to make a 2d shooter game interesting? [closed]

Im asking what can i implement in a online multiplayer 2d shooter to make it more interesting the idea i have(i know how to make it) doesn't seem so fun what can i add to a lastman standing 2d shooter ...
mincoder's user avatar
19 votes
3 answers
6k views

Why does editing the client's memory in some MMOs allow them to cheat?

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
Hatoru Hansou's user avatar
2 votes
0 answers
691 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each node/...
WAR10CK's user avatar
  • 131
18 votes
2 answers
4k views

Does Steam provide persistent data storage to developers?

Does Steam provide persistent data storage (for custom data) to developers? For example, would an online shooter be able to store player statistics (kills, matches, player deaths, etc.) on Steam ...
Ben's user avatar
  • 2,141
51 votes
10 answers
17k views

How to detect and prevent abuse (botting) of online game API?

I have been ocassionally working on a game idea in my free time. The gameplay and content renders it to be implemented as a online multiplayer game built with well established web technologies. You ...
p13n's user avatar
  • 613
2 votes
4 answers
547 views

How can I avoid sending the full game state so often?

I'm making a real-time 2D MMORPG in Java. Currently data all surrounding NPCs' and players' data is sent so frequently that the client crashes—it can't handle the data quickly enough. I'm sending data ...
minisurma's user avatar
3 votes
2 answers
4k views

Do resolution settings have any impact or give any advantage in online FPS games?

There is this crazy theory that has always bothered me. I am not after a technically but more theoretically (although technical knowledge is required to) answer; Two friends are playing the same ...
user avatar
0 votes
0 answers
433 views

Securing HTTP requests to online game server

I'm pretty new at making online games. Right now I'm trying to make an iPhone game. Each player has a profile in my server. I want to avoid username/password for authentication. Currently, as it ...
Saturn's user avatar
  • 1,771
4 votes
2 answers
563 views

How can I get a list of servers hosted by my players?

I'm writing a multiplayer 2D online game, where game servers are hosted by the players. I want to show players a list of the currently hosted game servers. How would I do that? I know how to let ...
Bryce's user avatar
  • 47
0 votes
2 answers
751 views

"Game Property Values" for online game on Database or somewhere else? [closed]

I'm working on a online game but, what would be the best way to store values like damage,movespeed,turnrate, and so on.. ? My answer would be, to store them in a Database, so they can easily be ...
jeromintus's user avatar
17 votes
9 answers
3k views

How can I let new players effectively compete with long-time players?

When new players join my strategy game, they have 3 days of protection from other players attacking them, but that's not enough time to catch up to players who have been playing for longer. How can I ...
jhyud's user avatar
  • 171