Played by multiple players, cooperatively or competitively, locally or remotely.
-4
votes
0answers
27 views
Is It Possible To Make An Online Multiplayer Game Without Node JS [on hold]
I've been hoping to make an online multiplayer game (without an engine) and I'm trying to avoid Node (since it doesn't work with my OS). No matter what I try I always have to use Node. Is there any ...
0
votes
0answers
18 views
How can I use a custom loading screen using `ServerChangeScene ()`?
I want to be able to change the active scene from the server but I would also like to use my custom loading screen. How can I use a custom loading screen in ServerChangeScene ()?
3
votes
1answer
33 views
Interpolation Jitter
I am trying to interpolate players in a multiplayer game like so:
var lastTime = now - (1000 / config.serverUpdateRate);
for (var i = 0; i < players.length; ++i) {
tmpObj = players[i];
var ...
3
votes
0answers
43 views
Game synchronisation in peer-to-peer online multiplayer game
I am developing an online real-time multiplayer game using Google Play Game Service and Cocos2D-X. The game has two players where each player control their own ball.
The each player sends their own ...
2
votes
1answer
99 views
How to solve “server lag” problems that break the game
How do real-time multiplayer games deal with latency problems (or “server lag”)?
Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
0
votes
1answer
91 views
Turn a single player game into multiplayer game
hobbyist / indie dev here and I was wondering about network programming and making a game capable of multiplayer.
So basically I just haven't touched on network programming yet and really don't know ...
5
votes
0answers
80 views
how to Send voice over unity networking
I am able to record and run audio from my microphone using this code snippet
void OnGUI() {
if (GUI.Button(new Rect(0, 0, 100, 20), "record")) {
// Microphone.End(Microphone....
0
votes
0answers
23 views
Finding other game clients for local multiplayer using broadcasts?
I want to make my game multiplayer. I only need this to be local so there isn't any communication with the internet. I read in this question that LAN games send broadcasts to the network to figure out ...
5
votes
1answer
84 views
P2P network hiding positions?
I have been working on a P2P architecture for secure gaming and I have divided the problem into five sub-problems:
Unlawful modification of sent game state
Accurately drop cheaters
Agreeing on a game ...
0
votes
1answer
28 views
Multiplayer networking and understanding snapshots between client and server
Please note: Although this question involves a link to the Source Engine, its really a generic question about client-server interactions in multi-player games, and I think can be answered by anyone ...
0
votes
0answers
30 views
Is it still lock-step simulation when there is client prediction?
I have implemented a multi-player game by
broadcasting the user input (with timestamps) to all players,
all clients separately and consistently calculate the game state
local events are immediately ...
0
votes
1answer
55 views
FPS Player Camera Rotation using Touch
I am developing an FPS Offline Multiplayer Game.
In my game the player rotates using mouse input.
I want to rotate using Touch input.Touch to Swipe screen and player can rotate or Camera will be ...
0
votes
0answers
24 views
How to send a message to all, at the same time using Unity and Google Play Services?
I am making a real-time multiplayer game using google play services API.
Although I have figured out how the network works and how you can send messages to each other, I don't know how you can send a ...
0
votes
2answers
60 views
Player Movement in direction of camera facing
I developing FPS multiplayer game.
I have my Player Camera that rotate Around the Player.
Player can touch the screen and rotate the camera using swipe.
My Problem is when the camera facing is ...
0
votes
0answers
24 views
Player doesn't spawn on game start using Photon Unity Network
I recently started following "Quill creates" Multiplayer tutorial but my player doesn't spawn, I am learning but I've been stuck on this for weeks, please, could someone go through my script and ...
3
votes
2answers
102 views
What to replicate in a PvP online action game?
We're developing a 2D PvP online action game. You can think of it like Super Smash Bros. We have a function call tree for characters like below:
CharacterInput.Update()
|-- CharacterController....
1
vote
3answers
91 views
Most efficient way to determine if an entity is in a player's field of vision?
So I'm creating a real time multiplayer game.. and I only want entity data to be sent to a user if it's in their field of vision + a little more. (It's third person so it would be a giant box around a ...
0
votes
0answers
24 views
How to handle users joining a game room
I am trying to make a simple board game with Ajax and PHP. I know making games with web sockets would be far better for real time experiences but for now I am keeping to Ajax and PHP only. Till now I ...
1
vote
0answers
59 views
Websocket-based realtime multiplayer game client and server communication?
I am building my client/server realtime MMO game using websocket which is based on TCP. My game will be server authoritative and will use non-lockstep. That means all game logic (not graphical) will ...
0
votes
0answers
55 views
How do I create game rooms using Kryonet?
I'm currently about to create my first networking game, and it's supposed to be two player and turn-based. I wrote the client using the LibGDX library, and the server with Kryonet.
It should be ...
0
votes
1answer
59 views
Qt based C++ game structure : which class types to use here, and how to correctly structure the relationship between these objects
I am writing a C++ game using Qt. As this is the first time, I am trying to understand how the structure should be.
I have two objects derived from the type QGraphicsRectItem which appear as boxes on ...
1
vote
0answers
44 views
How to handle player actions in a multithreaded gameserver
I'm working on a multiplayer game, and today I implemented basic "spatial hashing" in my entity-component-system.
Before implementing that algorithm, I was sending players actions to all connected ...
0
votes
1answer
53 views
Unity FPS Offline Multiplayer (MultiLan) Player Animation
I am creating an FPS game in local multiplayer. One player creates the hot-spot game, and the other one connects through WiFi network and plays the game. And i am doing this using unity MultiLan ...
0
votes
1answer
16 views
How to share some elements of array with different players on Photon in the same Room? Unity3d
I want to assign cards to different players in the room. I've a Class "Cards" that contains an array of 52 cards like this: "2_of_spades","3_of_spades"....... and so on. All i want is to assign random ...
0
votes
0answers
19 views
Multiplayer Game - Smooth error correction
I am creating a multiplayer game using (Java)Box2D.
I am using movement prediction in my game. As always movement prediction causes some errors. At this moment I am fixing that errors by teleporting ...
3
votes
0answers
56 views
How to override the NetworkManager in Unet properly?
I need some customization on the NetworkManager Class for my game I'm working on. I've read, that it's pretty common to override stuff from the NetworkManager. So I've implemented the NetworkManager ...
0
votes
1answer
140 views
Anti-cheat: How secure is the client?
Let's say, theoretically, that I'm developing a first person shooter with, of course, a map with things like walls. In the client code, the player is obviously halted upon collision with these wall ...
1
vote
1answer
30 views
Camera follows object and has a target object on the y-axis
I have two capsule objects in a split screen shooter. At this moment, the first camera follows player one, and has the target player two. The second camera follows player two, and has the target ...
0
votes
0answers
152 views
Network identity objects are disabled when loading additive scene
Short description: I am loading an additive scene in my main scene, its loading fine but its network identity object are disable.
Detail:
I am loading an additive scene thorugh this code so that an ...
1
vote
0answers
55 views
Additive scene loading to UNet
I have a main scene where my player is loading as I start or join the server. On some player action, I want to load additive scenes in to my main scene. It is loading fine on the client, but not ...
0
votes
0answers
24 views
Client interpolation without smoothing
I've implemented interpolation in a HTML5 real-time multiplayer game (basically with entities jumping).
So the main way is to interpolate/smooth, only by using the timestamp of the server:
In one ...
0
votes
0answers
69 views
Very simple multiplayer raid question
I have been learning JavaScript for about 3 months. I've been building a basic single-player idle grind game. The idea for a multiplayer part is simple:
Join a clan
leader starts a raid
4 other ...
1
vote
0answers
46 views
Multiplayer architecture of shooter games
I've a doubt about synchronization on multiplayer games. In the case of the architecture of a game is like this:
Client tells to the server is shooting at this position, then the server simulates the ...
0
votes
2answers
129 views
Where should multiplayer games start? Client or server? [closed]
I'm starting to make a small multiplayer game, and even though I have experience with games and networking, there's just one thing that keep me from making this.
The question is: When starting a ...
0
votes
0answers
59 views
How to access network player from internet
I just followed a guide about basic UNet tut Here, Its spawning network car player which can be controlled by local player. I can make or join server through Network Manager HUD which is provide by ...
3
votes
1answer
134 views
How Do You Handle Timed Events In Prediction/Reconciliation Client Model?
I'm currently designing and implementing a multiplayer game server for a fairly basic 2D tile game (somewhat similar to old Zelda games like LttP). The PvP aspect of this game involves fast paced ...
1
vote
0answers
33 views
UNET (Multiplayer) calling [command] function twice
I am playing around with UNET but stuck into this weird problem/scenario while testing on same machine (unityEditor and buildRun to create "2 players/instances"
The problem is weird interaction of [...
0
votes
0answers
11 views
Wwise and unreal engine4
I create a 2-4 player splitscreen game with vehicles. How do I instance the vehicles sounds? But have them set different rtpc values?
I could copy past every event and stick an other rtpc value to ...
1
vote
0answers
35 views
Multiplayer game, client side prediction problem
I have been following this guide http://gabrielgambetta.com/fpm1.html for my 2D platformer multiplayer game.
However I can't do client side prediction in my game. I'll try to make an example.
[...
0
votes
0answers
26 views
How to tweak multiplayer sync performance with PUN?
I'm rebuilding Rocket League in Unity for fun. I'm using Photon Networking for the multiplayer part. Now I've got the problem, that my cars are either lagging or not accurate enough in multiplayer. ...
1
vote
0answers
46 views
Network without Server: NAT punchthrought
How do i make 2 players connect and play together ?
Assumptions:
1) Game has no server.
2) Player only has 1 computer.
3) Player cannot configure his router or open a port.
4) Player does not want ...
3
votes
2answers
70 views
Balancing players between air/land fields in a PvP match
Background:
In my game there are two teams per PvP match, and those two teams are further divided into air/land fields. Each team has 12 players on the ground and 6 patrolling the sky. The goal of ...
0
votes
1answer
115 views
Unity / NodeJS Projectile synchronization
I am working on a MOBA game similar to League of Legends. I am building the game server system in NodeJS/Socket.IO but I'm running into issues on figuring out the best way to handle projectiles (aka ...
0
votes
0answers
78 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 ...
0
votes
0answers
14 views
Applying force to Client Predicted Player Object?
I am working on a Multiplayer game at the moment. And the client side prediction and reconciliation are working perfectly. However, I now want to do it so that one player can push another and apply a ...
0
votes
0answers
24 views
Unity2D: Synchronsing Game start - Cross platform multiplayer game
I'm following this tutorial on Raywenderlich about creating a cross-platform multiplayer game, right now I am finally at the last part of the tutorial, but I'm stuck at synchronising the game start ...
0
votes
0answers
49 views
Expanding a basic matchmaking system
I'm looking to create a matchmaking "app" to match 2 players. I have had no game development education or what so ever, all my knowledge comes from googling, looking at existing games / documentation ...
0
votes
1answer
52 views
Libgdx Application terminate in an unusual way
I am developing simple multiplayer game using libgdx and box2D. And Im getting error below.
This application has requested the Runtime to terminate it in an unusual way.
Please contact the ...
1
vote
1answer
43 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
128 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 ...