multiplayer

Network Game by Adobe Air programming in Adobe Flash

自作多情 提交于 2019-12-25 09:00:42
问题 I want to create a simple game (Adobe Air) based on 2 players using ActionScript 3. Let's assume I want to create online chess game. So that I can play with my friend at work, at home, from anywhere via internet. Should I use flash server? Or something similar for this purpose, or there is simpler way to connect 2 players and make fully functional interaction between them? I need to know, where to start. Any online tutorials, sample codes will really help me. Thank you! 回答1: You can use Flash

How to Rejoin a player to a room using PUN Unity3D?

人走茶凉 提交于 2019-12-25 08:48:15
问题 I am building a multiplayer game using PUN where two player in a room will play with each other. While playing if network seems very slow of a player, he/she automatically disconnected from Photon server. I want to give a waiting time to respond the disconnected player and meanwhile he can again join the room and continue his game. How can I do this? Any kind of help is highly appreciated. TIA 回答1: PUN does not support rejoin as Phtoon Turnbased does (with actor number and player state

Is it possible to develop a multiplayer xbox kinect game?

假装没事ソ 提交于 2019-12-24 16:33:25
问题 I am thinking about developing a game for xbox kinect, but it is a multiplayer game, but there are no multiplayer games for kinect right now, so, i was wondering if it's even possible? Multiplayer as in over the network, not in the same room. 回答1: You can develop a multiplayer Kinect game for the PC (see this link), but not for XBOX 360, unless you are a Microsoft affiliate, and have access to the XBOX 360 Native Development Kit, which requires signing a non-disclosure agreement. This is NOT

Failed to sign in error in google play games on some phones

烂漫一生 提交于 2019-12-23 20:25:56
问题 I am developing an app that implements the google play games turn based multiplayer api.App works fine in my phone while I was developing and I could sign into multiplayer. But when I tested my app in another phone with same features and configurations, it shows error: Failed to sign in. Please check your network connection and try again. I am not positive if this has anything to do with my phone using my gmail account which is the developer account and the second phone using another gmail

Detect if other player left unintentionally (e.g. internet disconnection) and reconnect - Google play real time multiplayer

十年热恋 提交于 2019-12-23 09:57:10
问题 I am implementing google play game service real time multiplayer. Currently if I turn off the WIFI on one client the other client doesn't detect that the connection is lost. No PeerDisconnect events are called. 1 - Does the API provide anything to check if the peer is still connected? 2 - Is there any way to let the player reconnect to the room? 回答1: 1 - Does the API provide anything to check if the peer is still connected? As stated in Connecting players, you can monitor the connection

Is it possible to dynamically reload PHP code while script is running?

假如想象 提交于 2019-12-23 09:01:59
问题 I'm having a multiplayer server that's using PHPSockets, and thus is written entirely in PHP. Currently, whenever I'm making any changes to the PHP server-script I have to kill the script and then start it over again. This means that any users online is disconnected (normally not a problem because there aren't so many at the moment). Now I am rewriting the server-script to use custom PHP classes and sorten things up a little bit (you don't want to know how nasty it looks today). Today I was

Can I make a multiplayer Phaser game using Lance?

最后都变了- 提交于 2019-12-22 09:08:03
问题 How do I take an existing Phaser game and make it multiplayer? Can I use the Lance library for this purpose? Both libraries control their own game objects so I don't know how to use the two frameworks together in the same game. 回答1: Disclaimer: I am one of the co-creators of Lance Unfortunately, Phaser's 2.* architecture makes it hard to pair with Lance to make Realtime Javascript Multiplayer games. The issue is that Phaser makes a lot of assumptions that don't hold for a multiplayer setting.

Persistent connections between Flash client and Java server

不打扰是莪最后的温柔 提交于 2019-12-21 23:44:58
问题 I'm new to Flash. I'm planning to create a game client in Flash (running in browser) that needs to talk to a server written in Java. Connection between client and server needs to be persistent. I'm aware of XMLSocket - is that the only way to go? Any recommendations? Thanks! 回答1: There's a Socket class, which lets you use real TCP when talking to a server. Downside - you'll have to implement the protocol yourself (that's implementing HTTP client in most cases. Maybe somebody already did it)

Is Box2D perfectly deterministic?

送分小仙女□ 提交于 2019-12-21 19:28:11
问题 I'm writing an Android game using LibGDX and Box2D. I'm planning on adding a turn-based multiplayer feature to it. Now, if on both clients I step the Box2D world at the same rate with the same time steps and I start a simulation on both clients with the exact same initial parameters, when the simulations are over, will the final state of both simulations be exactly the same? In other words, is a Box2D simulation perfectly deterministic? If it's not, then that means every time a simulation is

android turn-based multiplayer custom invite screen

微笑、不失礼 提交于 2019-12-21 12:59:32
问题 I am trying to create a custom UI screen for the "player picker UI" that comes with google play services for turn based multiplayer. The default one can be seen here: https://developers.google.com/games/services/android/realtimeMultiplayer?hl=fr-CH#invite_players_option That page(which is real time I know) mentions how to use the default UI and that a custom UI can be used, but does not mention the actual methods to customize the look. I'm not a fan of the huge icons, and would rather a