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Questions tagged [multiplayer]

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

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Godot Version 4.5 Stable I'm trying to create a multiplayer game. Since this is my first multiplayer game I started with a simple LAN setup. How it is supposed to work: When ...
Nabir14's user avatar
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How can I edit maps from campaign to make them work in the Assault Coop mod in Far Cry 1? There are some campaign maps in the Assault Coop mod, but not all the maps. For the moment, I opened the maps ...
John's user avatar
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In netcode for GameObject, network object script is used to make it networkable which means if the object instantaited it will appear on all clients. Network Transform allow you to sync the transform ...
Muhammad Faizan Khan's user avatar
1 vote
2 answers
220 views

I am building a real time a multiplayer web game using client authoritative server architecture, phaser, node, aws, etc. For an example, if I have a player that walks right and picks up food, I need ...
JobHunter69's user avatar
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1 answer
98 views

What are my options with Unity to host a multiplayer server as cheap as possible? Preferable if it's also avaliable in Russia.
Треш's user avatar
3 votes
0 answers
77 views

I've been developing a game for a good while. In this game, players can create characters, join private rooms with room codes and in these private rooms, other players can see the pictures players ...
pancake_dev's user avatar
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1 answer
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I'm trying to create a game with multiplayer in mind. I followed through with the steam documentation to try and get everything set up including making sure I have the test app ID ...
AzureBeorn's user avatar
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1 answer
149 views

I am new to game development and Godot. The code is gathered from multiple tutorials and now i am stuck. It almost seems to work but my problem is the respawn mechanism. Maybe someone can have a look ...
Jango B's user avatar
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55 views

Hey please sorry if I sound dumb and correct me! So, I am building multiplayer game using react.js,express.js and socket.io and now really want to deploy after building so and also i want to make my ...
Vivek Shah's user avatar
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54 views

In lockstep multiplayer the simulation of game world has to be deterministic. A frequent source of errors is accidentally changing the game state from local player UI functions. This breaks the ...
luminous's user avatar
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63 views

Imagine a server sending you (the client) game snapshots each 30ms. Your interpolation time is set at around 100ms, so ideally you are interpolating between 4th and 3rd snapshot, so by the time you ...
artemonster's user avatar
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1 answer
203 views

I'm trying to make a multiplayer dungeon-crawl game. I have the ability to make it so that every client can be inside the same dungeon, but I want it so that players can be in separate dungeons with ...
Anthony's user avatar
0 votes
1 answer
112 views

What are the pros and cons of storing hero stats (health, velocity, stats for abilities) in a database versus ScriptableObjects for my MOBA-like game? I would like to be able to constantly update hero ...
Srdjan Pazin's user avatar
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I have a working P2P non real time (think Civ 5) multiplayer strategy game using deterministic lockstep for the game model, but lag can really cause inconvenience. To clarify, units don't move in real ...
Leon Frickenschmidt's user avatar
1 vote
1 answer
439 views

I'm trying to understand the distinction between server reconciliation and rollback networking in games. From what I understand, both involve receiving snapshots from the server and replaying player ...
vicg's user avatar
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2 answers
170 views

As of now, players are synced using: ...
Reincarnated as a worldbuilder's user avatar
1 vote
1 answer
218 views

I am currently trying to make a simple multiplayer game but had a little bit of trouble implementing client-side entity interpolation for entity movement. For some context, I am aiming to make a ...
SquishyGrape's user avatar
3 votes
2 answers
1k views

In my real-time multiplayer game, there are multiple entities that are very interrelated and whose logic is very related to the player who owns them. I don't think I can decouple the classes from each ...
Marvin's user avatar
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1 answer
162 views

I'm making an idle game with semi-multiplayer. My game uses Unity as a client and as a server Unity Gaming Services (UGS) C# Cloud Code Modules with UGS Cloud Save, this server is non-persistent, ...
Pascal Claes's user avatar
1 vote
0 answers
357 views

there is a made a game called JDungeon that looks like this: I want to add seamless chunk loading and unloading, meaning instead of the black world boundary, a new chunk loads in seamlessly. I'm ...
WithinAmnesia's user avatar
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66 views

I'm a little confused on when it's needed to bring in Mongo or MySQL in a web browser multiplayer card game. Here's my plan so far: I'm using React, Node.js, Express, and Socket.io. I'm having the ...
chung's user avatar
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2 answers
138 views

The enemies in my game are underpinned with a FSM with the motion planning handled by vector steering behaviors, in short - It just calculates a new vector based on obstacles/other objects around it. ...
SheerKahn's user avatar
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1 answer
241 views

I am making a simple game in C# using pictureboxes. I want to move a picturebox on a form. Once this picturebox is placed in a new location, I normalize its X,Y coordinates between [0, 1] and then ...
CluelessWizard's user avatar
0 votes
1 answer
279 views

How can I implement a system in my application's user interface (UI) where certain UI elements are selectively visible to specific players, ensuring that each player, such as Player A, can exclusively ...
Reincarnated as a worldbuilder's user avatar
0 votes
1 answer
103 views

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
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0 answers
169 views

I'm trying to create a Unity netcode LAN connection between a few devices. It works fine with a few devices as the host or the client, but some devices can only connect as a client and are not able to ...
JOYSON S T's user avatar
1 vote
0 answers
151 views

I am learning about networking for game development and need some insight. My knowledge of Unreal Engine is that it uses RPCs and replicated variables for actors. I also know that Unity has Networked ...
Gus Funder's user avatar
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0 answers
114 views

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
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0 votes
1 answer
110 views

I'm using photon pun. I have a spawner script which instantiates the eatables in the gameplay and right after the instantiation, im transferring its ownership to null. The instantiated game objects's ...
zaboombafoo's user avatar
3 votes
4 answers
808 views

I have hardly any programming knowledge but I want to get into game design but I have a question would slo mo work in multiplayer if used in this way. Where the player experience the game 10 times ...
Funny fish 's user avatar
1 vote
2 answers
484 views

I was thinking about making a real-time (not tour-like) PvP game where both players among other attributes would have 'speed' attribute that would define their movement and attack speed. But because ...
Amae Saeki's user avatar
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0 answers
44 views

Hello I'm new to multiplayer development and I'm using photon pun 2 in Unity engine C# language. How can I update other players every-time I add another character to my text UI. The characters that ...
Ryan Cat's user avatar
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0 answers
67 views

I've been trying to make a multiplayer game with mirror networking. The Network Manager works correctly when it comes to changing the scene, but the ...
koogel's user avatar
  • 79
0 votes
1 answer
82 views

According to Wikipedia, "hotseat" is a multiplayer mode of only turn-based games. But can one use "hotseat" to describe a one-screen real-time multiplayer game? E.g., a game ...
bahrep's user avatar
  • 101
0 votes
1 answer
90 views

In my game you don't have inventory slots, you can hold two things if your player has 2 arms and so on, you can hold more things if you equip a bags on your belt or backpacks... and you can carry even ...
Cei's user avatar
  • 873
0 votes
1 answer
126 views

In tera online when you enter a battleground or go into a city with hub with hundreds of players all in one place, The game has to download the faces, hairstyles... armors and weapons of every single ...
Cei's user avatar
  • 873
0 votes
1 answer
736 views

Building a multiplayer game on the web that will be able to handle thousands of players at once, separated into independent lobbies/sessions. There may be 20 players in one lobby, 10 in another, 30 in ...
Michael Moreno's user avatar
1 vote
0 answers
116 views

I am creating a server authoritative game that uses a public game service API to manage player specific data in the game. The client will authenticate with the auth server, get a token, then use that ...
Papa Dragon's user avatar
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0 answers
28 views

I'm currently designing a fast paced multiplayer game with up to 6 concurrent players. How should I send the client the initial world state from the server before the game starts? (such as the list of ...
PlutonicStudios's user avatar
1 vote
1 answer
1k views

In my project I am trying to build a dedicated server build to deploy to Multiplay hosting services. Build target is Linux OS,build settings are default, scripting backend set to IL2CPP. When ...
Omer Simchoni's user avatar
1 vote
1 answer
1k views

I'm attempting to add multiplayer support to a new first person game we're working on in Unreal 5. Starting with the FPS template, it seems like the player and the gun both behave as expected across ...
Nightmare Games's user avatar
0 votes
1 answer
178 views

Brief intro 1: about me: I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
Physician's user avatar
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0 votes
0 answers
55 views

With the media framework, it’s now quite easy to use webcam or phone camera footage directly in the game. Is there also a way to share this footage in a multiplayer game? So player A can see the ...
Apothem Da Munster's user avatar
0 votes
1 answer
513 views

I'm currently working on a fast-paced multiplayer sports game using Godot. The players' movements and actions are already being synchronized with WebSockets and Channels using a Node.js server. I now ...
Drikus Roor's user avatar
0 votes
1 answer
177 views

What will the different layers in the stack look like in the osi model?
karsh's user avatar
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1 vote
0 answers
205 views

I am currently working on a multiplayer game. I have recently gotten more aware of the problem that as an indie multiplayer game that offers matchmaking, my game might very quickly fall victim to a ...
Tom Doodler's user avatar
0 votes
0 answers
595 views

I have a multiplayer game that, similar to chess, will have a win/tie/lose outcome in a 1v1 setting. I've been looking at Elo versus Glicko & Glicko-2 and it seems Glicko-2 might be a good one to ...
K2xL's user avatar
  • 111
0 votes
1 answer
250 views

I'm currently developing a game in Monogame / C#. I have the underlying game engine set up in the following way: Entity/Component/System architecture A Scene includes a map, cameras, and a list of ...
Rich. T.'s user avatar
3 votes
1 answer
1k views

I have been reading the Unity Netcode manual and other related articles, which explains very clearly why it is essential to care about latency. Still, I haven't seen good examples of implementing a ...
Fabio S.'s user avatar
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