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

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-4
votes
0answers
71 views

Strategy for replication via UDP for an MMO game [on hold]

Original question: Assuming I've decided to use UDP on low-level, is there any existing messaging/packets protocol for replication? Or is each game developer making own protocol from a scratch? I ...
0
votes
0answers
26 views

Unity Multiplayer non-player object destroy

I am trying to create a 2D top down multiplayer game where the players move and pickup objects. Below is the spawning of 6 pick-up objects on a random 2D position. This script is attached to a game ...
0
votes
0answers
27 views

Which engine/framework to choose for 2D browser multiplayer game [closed]

I am planning to create a 2D GAME. The game will be: Top-Down Shooter Multiplayer Browser WebSockets/WebRTC will be used for the multiplayer I am between Unity3D & LibGbx, The game will be ...
0
votes
0answers
14 views

How to design Client-server hybrid hit detection with projectile weapons?

Hybrid hit detection here refers to a architecture where client sends a hit claim to server and server verifies it with a tolerable error limit to confirm the hit or deny it. This technique may work ...
1
vote
2answers
100 views

How should I handle MMO Enemies

I have some NPCS protecting a treasure room in a friendly building. But if the player comes close they turn hostile. I don't know if the NPCS should attack everyone when triggered or only attack the ...
0
votes
0answers
45 views

How to stop a host from the client script?

I am developing a two player multiplayer game. Since its only two players, I don't want to keep my connection open if a player disconnects. Now this works well from the host side, through usage of ...
1
vote
1answer
37 views

How to handle edge cases for a cell divided multiplayer world?

The most common practice that I read about for overcoming floating point precision in video games with large worlds is by dividing the world into cells and load it with player's position and shift ...
0
votes
1answer
27 views

How to sync a LineRenderer in a multiplayer game?

After a lot of searching online, I have come here as a last resort for my problem. The question says it all. How to sync a LineRenderer? One answer I found was to use a ClientRpc. I tried it with no ...
0
votes
0answers
38 views

Unable to perform any actions on non player object spawned in a network

Ok, so here's the problem. I am making a 2d two-player multiplayer game. A player can shoot the other player through his normal capabilities or using a special power. One such special power is like ...
0
votes
1answer
70 views

What exactly is a lobby in technical terms?

I've searched afar in google but it seems to have different technical meaning for different games and game engines. what I know is a lobby is a space where people come together and then when certain ...
1
vote
1answer
24 views

Interpolation UNITY taking longer than expected

I'm trying to do multiplayer interpolations with the lidgren network (UDP) but the interpolation is taking longer than expected and the message queue is getting full. It's been a week and I still can'...
4
votes
1answer
66 views

Unity-Sharing values between functions invoked by buttons and the rest of the script

Ok so, here is the problem. I am doing a multiplayer 2D game using UNET. I have a script that kind of helps a player select an avatar to play with. The avatars are listed as a scrollview of buttons. ...
0
votes
0answers
16 views

Clientside interpolation - update rate fixed to client framerate

I am trying to implement client side prediction as in this article http://www.gabrielgambetta.com/fpm2.html Currently I'm doing it like this: the game runs at 60 FPS. 60 times per frame I check if an ...
0
votes
0answers
33 views

Node.js have multiple game rooms

How do I make multiple game rooms with different gamerules in my server (for example, having 3 ffa servers with a limit of 500 players and 2 tdm servers with a limit of 100 players). Here is my ...
1
vote
1answer
44 views

How to open auto detect LAN connections?

After sucessfully creating my first online multiplayer with servers and clients in UDP, I am wondering how LAN connections works. As it is right now, I need to open a server and forward the ports for ...
0
votes
0answers
29 views

Photon Unity Network to Database connection

I want to store leaderboard data for the game I'm making to a DB. I'm using PUN cloud server for my game. It seems like I will have to save all the data to DB from the Master Client. Is there any way ...
0
votes
1answer
52 views

How to prevent clients from stuttering while keeping the game in sync in multiplayer Pong?

I wrote Pong in multiplayer. The clients all run their own game, but I have an authoritative server which enforces its ball position onto the clients. The game is in sync and playable, however, there ...
3
votes
2answers
111 views

How to confirm an actor location in a realtime multiplayer game at the exact same time on two devices?

I am trying to figure out how to make a game like Pong in multiplayer. I have two devices that run the same simulation. Now I want to make sure that each of them start at the exact same time and send ...
0
votes
1answer
93 views

Recommended polycount for a MMORPG character

"How much polygons is too many for a MMORPG character?" I did some research and found a few discussions about the matter. But the answers I found was mostly "Polygons has nothing to do with ...
0
votes
1answer
48 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 ...
1
vote
1answer
80 views

Why does my custom network Manager disable the main one

Whenever I add a custom Network Manager to add functionality to and override it's functions, the main NetworkManager got disabled so I could not see the NetworkManager HUD or start matches. It there a ...
0
votes
1answer
72 views

Syncing Sprites themselves over a Network

Ok, just found out I can't use [SyncVar] for a sprite gameobject. Furthermore that, [SyncVar] works only on simple values. My question is How would I go about syncing a Sprite over a network? To ...
0
votes
1answer
53 views

Server and client showing different spawned object - How do I unify them?

I have overridden OnServerAddPlayer and put some custom logic in place to set the rendered prefabs color. Something like this: var playerCount = NetworkServer.connections.Count; if(...
0
votes
1answer
48 views

Controlling spawn properties and overriding NetworkManager in Unity

I'm trying to find the best approach to controlling the spawn process in a multiplayer unity game. Having looked over the docs, I have a NetworkManager and it's easy enough to set a player prefab and ...
0
votes
0answers
45 views

HTML5 Javascript Multipleplayer game without canvas

I hope its is fine if I can ask some basic question here. I am new to javascript/jquery and HTML5 developement. I have created a small Snake and ladder game. Its not yet 100% complete. What I want ...
1
vote
3answers
207 views

Multiplayer game servers architecture

I'm trying to create MMORPG with huge world divided by chunks. I was thinking a lot about servers architecture. I don't want my main game server to have direct access from clients and I do want to ...
0
votes
0answers
57 views

Authoritative server netcode with small server load

I read the articles by Gabriel Gambetta about fast paced multiplayer recently, but I still have some open questions. My multiplayer game has the following requirements: Keep server load low, if ...
1
vote
3answers
137 views

What is a cheap (better free) way to make multiplayer in a shooter?

I'm a newbie indie, so I don't have a budget for a game. But I'm making a 3rd person shooter and I need multiplayer for it. It's a mech shooter, so it won't have very fast movements, meaning I don't ...
0
votes
2answers
154 views

LAN multiplayer game for desktop and Android in Unity 3D

How can I add an option "Multiplayer on LAN" to my desktop and Android game? I am using Unity 3D, and I am currently building a chess game. Just give me the source or a specific path that I have to ...
0
votes
0answers
63 views

Same playerControllerId Unity UNET

I'm developing LAN multiplayer game, today I made first game discovery and connection. It works fine except when another player spawns on map I get this error: There is already a player at that ...
0
votes
1answer
78 views

real-time multiplayer server, interpolation and prediction validation

I'm building a HTML5 / Websockets based multiplayer canvas game for Facebook and I've been working on the server code for a few days now. While the games pretty simple with a 2d top down, WSAD ...
0
votes
1answer
52 views

Unity2D Multiplayer - Spawning player at user's end

I am currently into a 2d mobile multiplayer project. Its going to be a 2 player game for now. So the host and the client are the only players. I am using Unity 5.4 and the default multiplayer ...
0
votes
0answers
65 views

Unity3d Google real time multiplayer reconnect to a room

How to reconnect to a room in Google real time muliplayer with Unity3D ? I create a quick game multiplayer connection const int MinOpponents = 1, MaxOpponents = 1; const int GameVariant = 0; ...
5
votes
1answer
103 views

When to use Command and RpcClient

I'm working on a multiplayer turn-based project in unity 5.4 and Unity Networking. I'm trying to learn Networking and one thing I am wondering is when to use [Command] and [RpcClient]. I know the ...
0
votes
2answers
98 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 ...
-3
votes
1answer
44 views

Unity Create Room Error

I get the following error “NullReferenceException: Object reference not set to an instance of an object” I have updated it by adding extra arguments but I still get that issue. Below is my code, ...
0
votes
0answers
120 views

how to host own server in unet

I have work a lot with the old unity network service and i always host my own server (by place master server in my own server) but now I'm going to learn new unity's network service (unet). so befor ...
1
vote
1answer
54 views

Problem in multiplayer game lobby trying to pass map name to MasterServer.RegisterHost

I'm working on an online multiplayer game, so I have lobby where users can see the hosts list. Every host in the hosts list has some information like "host user name" and "map name". I'm using this ...
0
votes
0answers
16 views

photon data connection structure

im searching on photon server documentations that what kind of data can be send and received. in my every message there is a request and data for that request. i can put the message as json format ...
0
votes
0answers
22 views

Synchronize object state in network bubble

This is more of a design question so I'm looking for ideas how to best implement this. I have a multiplayer survival game where I have in-world objects like buildings (fairly static, change rarely), ...
0
votes
1answer
103 views

Structure of server on MMO mobile game

I'm working on Unity and I use node for my serverside. I'm starting a multiplayer project on mobile. I'm searching for a good structure for my game that how server controls the events. For example my ...
1
vote
3answers
130 views

Is it possible to control the difficulty of a multiplayer game?

I'm developing a multiplayer game, played between 2 players. But in these types of games, there can only be 1 winner and 1 loser for per match. So for each player who wins, another player had to lose. ...
19
votes
4answers
4k views

How can I implement multiplayer cloaking with visuals that resists client-side hacking?

I've been thinking about implementing stealth in a multiplayer game. It's a MOBA style game, so think League of Legends (LoL) and Heroes of the Storm (HotS). Multiple clients connect to a single ...
1
vote
2answers
125 views

Network protocol for chat — UDP or TCP

I'm trying to develop a fast-paced multiplayer game. Now I'm using UDP as a transport-layer protocol to communicate between clients and server. But what if I want to implement a chat? Should I send ...
4
votes
1answer
140 views

How to organize messages queue in a fast-paced multiplayer game

I'm trying to develop a fast-paced multiplayer game. I decided to build my own protocol over UDP and now I'm stuck with the following question. The idea of the protocol is very basic and it's similar ...
1
vote
2answers
73 views

UDP sending important data often - Should I use a reliable send or unreliable with resend?

I'm making a multiplayer RPG. My problem is that I send player data very often (100 ms), that contains: Position (float x, y, z) Radius (float angle) Animation (int16_t id) And because the package ...
1
vote
2answers
68 views

How can I make sure multiple player scripts all get the same amount of execution time per game tick?

I'm looking for a way to allow players to write code in a high level language, but I need to be able to keep all script instances synchronized in terms of script execution time per game tick so that ...
1
vote
1answer
175 views

Unity 5.3.5 - How to setup a lobby with general game settings?

I am currently working on the lobby for my game. I have followed these tutorials (https://www.youtube.com/watch?v=jklWlm5v21k), which were very helpful, and was able to setup my lobby like this. The ...
0
votes
0answers
85 views

UE4: Multiplayer Projectile Hit Detection Problem

I'm trying to do Projectile Hit detection in multiplayer game. I'm using next approach: On the server side I'm storing all character's positions with world timestamp(PositionUpdated method). When ...
0
votes
5answers
164 views

What keys should I use for a four-player game with one keyboard?

I'm planning on making a multiplayer game for up to four people on a single machine. We want to have all input coming from players using the same keyboard (or multiple keyboards connected to the same ...