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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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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
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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
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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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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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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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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'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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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
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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
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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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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
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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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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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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
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473 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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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
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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
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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
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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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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
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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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1 answer
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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
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203 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
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247 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 ...
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