Questions tagged [online]
Questions about games which require constant online presence of a player.
107
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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 ...
0
votes
0
answers
34
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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 ...
0
votes
1
answer
76
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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. ...
1
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0
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93
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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 ...
0
votes
1
answer
331
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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. ...
1
vote
1
answer
179
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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 ...
2
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3
answers
439
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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 "...
1
vote
1
answer
89
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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 ...
0
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0
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34
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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 ...
3
votes
1
answer
196
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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 ...
0
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0
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241
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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 ...
0
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1
answer
60
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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 ...
1
vote
1
answer
1k
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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 ...
3
votes
2
answers
276
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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 ...
0
votes
1
answer
129
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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 ...
1
vote
0
answers
820
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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 ...
0
votes
1
answer
351
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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:...
1
vote
1
answer
54
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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 ...
0
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1
answer
362
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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)
...
0
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1
answer
106
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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 ...
0
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1
answer
1k
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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 ...
2
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3
answers
262
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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 ...
2
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1
answer
132
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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
828
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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 ...
0
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1
answer
239
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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 ...
0
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2
answers
145
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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 ...
-1
votes
1
answer
209
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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 ...
2
votes
3
answers
380
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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 ...
1
vote
1
answer
470
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 ...
0
votes
1
answer
932
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
1
answer
2k
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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 ...
2
votes
2
answers
653
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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 ...
0
votes
1
answer
2k
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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 ...
-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 ...
1
vote
0
answers
95
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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 ...
1
vote
0
answers
470
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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 ...
1
vote
1
answer
1k
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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 ...
0
votes
1
answer
227
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 ...
-2
votes
1
answer
630
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 ...
19
votes
3
answers
6k
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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 ...
2
votes
0
answers
689
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/...
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 ...
51
votes
10
answers
17k
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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 ...
2
votes
4
answers
541
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 ...
3
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2
answers
3k
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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 ...
0
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0
answers
413
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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 ...
4
votes
2
answers
545
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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 ...
0
votes
2
answers
744
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 ...
17
votes
9
answers
3k
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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 ...
1
vote
1
answer
248
views
Connecting players in an Online TCG
I've been developing single player games for a while now and I have decided to start working on a online PC(and maybe mobile) TCG. The design is almost complete and I can cover most of the code as far ...