Questions tagged [multiplayer]
Played by multiple players, cooperatively or competitively, locally or remotely.
869 questions
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Godot Multiplayer Player Doesn't Spawn
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 ...
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How to edit maps from campaign to make them work in the Assault Coop mod in Far Cry 1?
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 ...
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1
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104
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Color is changing in multiplayer without explicit syncing
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 ...
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2
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220
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How do you avoid duplicating code when implementing a multiplayer game using client authoritative server architecture?
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 ...
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98
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How can I get Unity multiplayer hosting as affordable as possible?
What are my options with Unity to host a multiplayer server as cheap as possible? Preferable if it's also avaliable in Russia.
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77
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Legal Protection on User Uploaded Pictures
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 ...
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294
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How can I test my game using steamAPI without steam?
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 ...
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149
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Logic problem for respawn player in godot
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 ...
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multiplayer game using express(for login, registration etc..) and socket.io(for game-actions) what is architecture and how to scale it horizontally?
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 ...
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54
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Separating game logic from UI in lockstep multiplayer
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 ...
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Drifting local time vs server time synchronization
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 ...
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203
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Multiplayer Game with Multiple Unique Rooms
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 ...
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112
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Storing hero stats: Database vs ScriptableObject (MOBA game)
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 ...
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93
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Design Patterns for client prediction in P2P games
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 ...
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1
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439
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Do server reconciliation and rollback refer to the same thing in multiplayer game networking?
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 ...
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2
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170
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How to synchronize NPCs across LAN?
As of now, players are synced using:
...
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1
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218
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How To Deal With Time for Entity Interpolation for Multiplayer Games
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 ...
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2
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1k
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Decouple game entity from its owner when logic depends on it
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 ...
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162
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Checking combat on the server to prevent cheating - how to keep two codebases in sync?
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, ...
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357
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Multiplayer Seamless Open-World Chunks
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 ...
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66
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Should I be adding a database functionality for my game rooms?
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 ...
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2
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138
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Networking for Complex AI movement
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.
...
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1
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241
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Normalized coordinates not translating to screen coordinates the way I need them to
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 ...
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1
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279
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How to make UI specific to players?
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 ...
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103
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How to create mobs for mmofps and synchronize their animation, movement, actions with all players?
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 ...
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169
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Not able to host a Unity Netcode Game on specific device, but I'm able to join as a client on the same device
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 ...
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151
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When to use the same class for both client and server versions of an object, vs. when they should differ
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 ...
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114
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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 ...
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1
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110
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Game object ownership not transferring and getting destroyed with the master client
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 ...
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4
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808
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Would slo mo work for multiplayer?
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 ...
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2
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484
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How to make real-time pvp game where both players perceive in-game time normally while actual relative time-flow speed between them is different?
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 ...
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44
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How to update other players after adding a character to the text UI
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 ...
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67
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OnServerSceneChanged not executing
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 ...
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71
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0
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1
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82
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Can 'hotseat multiplayer' refer only to turn-based games?
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 ...
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1
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90
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How to carry other players and NPCs and Objects?
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 ...
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1
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126
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how to load all players once?
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 ...
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1
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736
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Multiple Node/Express/Socket.io servers for game lobbies?
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 ...
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116
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How would you authenticate requests for player specific data in a server authoritative game?
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 ...
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28
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TCP vs UDP for Initial World State [duplicate]
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 ...
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1
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1k
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"Graphics device is null" error on a Linux dedicated server build
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 ...
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1
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1k
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StaticMeshActors not Multiplayer Replicated in Unreal 5
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 ...
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1
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178
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In online multiplayer games, can we transfer a player between two local (or even distant) servers while game processes are running on both servers?
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 ...
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55
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Display a user webcam over multiplayer session on a wall in the middle of a level?
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 ...
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1
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513
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How to implement WebRTC in a Godot project that already has communication through WebSockets?
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 ...
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177
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In a multiplayer game developed using client server model with socket.io and node.js how can we describe the osi layers
What will the different layers in the stack look like in the osi model?
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Is it unethical to implement multiplayer AI that pretends to be a real player to prevent the empty-server problem? [closed]
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 ...
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595
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How to implement Glicko-2 rating system in a scalable way?
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 ...
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1
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250
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How to modify single-scene ECS setup to support multiple local players in different scenes?
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 ...
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1
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1k
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Unity Netcode how to resolve responsiveness issues on the client?
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 ...