multiplayer

Multiplayer game in iphone - concept, strategy, design? [closed]

╄→尐↘猪︶ㄣ 提交于 2019-11-29 15:49:45
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 5 years ago . I want to develop an online multiplayer game for iphone. I have developed two iphone applications but they weren't games. so This is my first game . so Basically I know nothing about how online multiplayer games works on iphone. I just want to know the strategy , beginner's

Game Center Invitations Not Displayed

那年仲夏 提交于 2019-11-29 15:25:36
问题 I have been developing a game which allows for multiplayer matches. I had previous tested the multiplayer invitations and they had all worked. Sending a request from one device displayed a banner on the other and if the invite was accepted the game started. Just before submitting the app, two nights ago, I tested this functionality again only to find that it has stopped working. - (void)authenticateLocalUser:(UIViewController *)viewController :(id<GCHelperDelegate>)theDelegate { delegate =

java.io.StreamCorruptedException: invalid stream header: 00000001

China☆狼群 提交于 2019-11-29 12:59:50
I keep getting this get this Exception : java.io.StreamCorruptedException: invalid stream header: 00000001 Server side I used this to send and receive int, works fine. Server: new DataOutputStream(player1.getOutputStream()).writeInt(P1); Client: dataFromServer = new DataInputStream(socket.getInputStream()); dataFromServer.readInt(); But when I try to send an object, like this, it gives the error. Server: new ObjectOutputStream(player2.getOutputStream()).writeObject(gameCrossword); Client: objectFromServer = new ObjectInputStream(socket.getInputStream()); crossword = (Crossword)objectFromServer

Google Play Game Services Multi-Player Device Orientation change kicks user out of room

风格不统一 提交于 2019-11-29 03:04:27
问题 I'm working on an app which has just one activity (which extends BaseGameActivity ), and switch between multiple fragments (much like Google's sample code states). I'm testing a multi-player game right now, on 2 separate devices. Both users can successfully log-in, send messages to each other, etc. However, the instant one user rotates their device, they get kicked out of the room. I think this makes sense because the activity is getting destroyed and recreated. But what I don't understand is

Building a simple online game server for Unity

拜拜、爱过 提交于 2019-11-29 01:17:32
问题 I'm trying to build an online game server for my Tank game 2D (Unity). In my game there will be 2-4 players control their tanks and fight each other. I've tried to use Unity networking, it was not really suitable for my game because we have to choose 1 of the players in the room to become the "server", which is not really flexible for my future development (e.g. when the "server" quit, I have to do a lot of work to remain connections between the other players). Then I've tried to build my own

Is there an alternative of ajax that does not require polling without server side modifications?

 ̄綄美尐妖づ 提交于 2019-11-28 13:23:13
I'm trying to create a small and basic "ajax" based multiplayer game. Coordinates of objects are being given by a PHP "handler". This handler.php file is being polled every 200MS, by using ajax. Since there is no need to poll when nothing happens, I wonder, is there something that could do the same thing without frequent polling? Eg. Comet, though I heard that you need to configure server side applications for Comet. It's a shared webserver, so I can't do that. Maybe prevent the handler.php file from even returning a response if nothing has to be changed at the client, is that possible? Then

Xcode Mass Multiplayer (Not What You're Probably Thinking)

醉酒当歌 提交于 2019-11-28 13:05:52
问题 Okay so I would like to make a game, I'm trying not to divulge what it is but it requires anyone of a certain level in the game who is currently playing to be able to see each other in a sort of MMO style but not really. For example: Suppose I have players Bob, Mary, and Rob. Suppose that Bob is level 4, Mary is level 6 and Rob is also level 4. These would be shown in leaderboards by the way. What I would like is for Bob and Rob and anyone else who is level 4 AND CURRENTLY PLAYING to see each

Room Configuration did not work properly in google real time multiplayer services for android

此生再无相见时 提交于 2019-11-28 10:17:42
问题 i am trying to build a real time multi-player game and now i am exploring sample game provided by google for multi-player. Link is ... https://github.com/playgameservices/android-samples/tree/master/ButtonClicker issue is that when i change auto-match criteria configuration as per my requirement void startQuickGame() { final int MIN_OPPONENTS = 1, MAX_OPPONENTS = 3; Bundle autoMatchCriteria = RoomConfig.createAutoMatchCriteria(MIN_OPPONENTS, MAX_OPPONENTS, 0); RoomConfig.Builder

How do I sync non-player GameObject properties in UNet/Unity5?

百般思念 提交于 2019-11-28 09:26:25
I'm working on and learning some basics of Unity 5, UNET, and networking. I made a simple 3D game where you go around and change the colors of objects. But I want to make it multiplayer now, and I am having lots of trouble figuring out how to send the changes over the network so all players can see a single player's color change. Part of the issue is that it has been difficult to find the answer using the newer UNET networking engine. And sometimes I come across answers that are for the older way. So the main question is, how do I network non-player GameObject property changes? Color, shape,

Google Play Game Services multiplayer with Activity switching

心不动则不痛 提交于 2019-11-28 08:23:58
In my Android game I have a turn-based multiplayer. Users wait for opponents in the lobby and whenever exactly 3 are matched, they go to a new game room together, which is another Activity than the lobby. The docs suggest to let the Activities extend BaseGameActivity. But as I switch the Activity while players are already connected, don'I need to place the connectivity parts in a Service which my Activity then binds to? Has anyone tried already with Game Services? How to begin if I can't use BaseGameActivity? So, one of the reasons we wrote all the Google Play game services samples as single