Tagged Questions
The multiplayer tag has no wiki summary.
-2
votes
0answers
32 views
Flash multi-player system: one player moves the other stops when using the mouse
I started making a small multi-player avatar chat to start my self with flash and multi-player. Everything worked fine when I was using arrows to move but when I started using the mouse something goes ...
2
votes
0answers
26 views
1UPT multiplayer sync
The game I'm working on is 1 unit per tile. Each player can move their single unit 1 tile at a time (click the unit and then click the tile to move to).
It's in Javascript with Node.js and presently ...
2
votes
1answer
115 views
Simple WP7 pong game with real time multiplayer using sockets
I'm making a pong clone for Windows Phone 7 and I'd love to add a multiplayer option. I've been trying to use this Ricky Tan's tutorial:
...
3
votes
1answer
94 views
What advantages are there to the one-port-per-client approach for a multiplayer server?
There are a few older games (Quake III and Hexen II to name a couple) where the server assigns a port per player.
Are there performance advantages to this? I suspect there may be, since Carmack & ...
3
votes
1answer
242 views
Why do console versions of multiplayer games support fewer players than PC versions?
source
http://answers.yahoo.com/question/index?qid=20111205162848AAb1sl9
64 Players on P.C ( 32vs32)
& bigger maps with more vehicles & buildings.
24 on Consoles ( 12vs12) ( It ...
11
votes
5answers
647 views
Game logic on the server! Good or bad?
I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
3
votes
1answer
144 views
How does Unity's multiplayer support stack up compared to other engines?
I am currently starting development on a FPS game. I haven't decided on a developement tool. I am really drawn to Unity 3D but not sure how good the software is compared to others (the game has to ...
4
votes
3answers
297 views
Persistent game where you program your own bot(s)
I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script).
A sort of RTS but for bots.
Does that even ...
0
votes
0answers
170 views
Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG
Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions ...
17
votes
13answers
2k views
How to implement “bullet time” in a multiplayer game?
I have never seen such a feature before, but it should provide an interesting gameplay opportunity.
So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow ...
6
votes
3answers
728 views
Best solution for multiplayer realtime Android game
I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best:
Make server on PC, and client on mobile, all communition ...
7
votes
2answers
422 views
Is it possible to develop multiplayer games with HTML5?
I know HTML5 is great for web games, but I don't really know if it's possible to develop online games with multiple users, keeping everybody synchronized and handling logins, et cetera.
Is it possible ...
-2
votes
2answers
102 views
Resources about movement and simulation in multiplayer games [closed]
I am developing a multiplayer game, similar to Castle Crashers. This is the first multiplayer game I do so, before starting to code, I am trying to learn what's the best way to do it. I found some ...
0
votes
1answer
185 views
What early design decisions are important for creating “performant” multiplayer games?
I want to create online games and focus on the performance from the beginning.
I searched on the internet, but didn't find any an particular answer concerning the design level or development level ...
4
votes
1answer
195 views
Network client-server message exchange and clock synchronization help
i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter.
This is how the ...