multiplayer

Using preferred keys to move a player in unity

Deadly 提交于 2019-12-11 05:17:51
问题 I am trying to complete roll a ball tutorial (https://unity3d.com/learn/tutorials/projects/roll-ball-tutorial) in a different way by adding two balls. So two players can play the game. But the problem i am facing is that i want to configure the preferred keys for the second player like the firsl player uses the traditional arrow keys and the second player use w,a,s,d to move up left down right... my c-sharp code for the first player is this... using UnityEngine; using System.Collections;

Multiplayer game development in flash

て烟熏妆下的殇ゞ 提交于 2019-12-11 04:32:01
问题 Before you say that it is a repost of this question- Alternatives to Flash Media Server for multiplayer game development, it is slightly different as I am asking for pros and cons. I want to know which server I should use for my specific flash game. I am making a game called mathlympics. The idea is that the player has to answer simple arithmetic questions. The faster he answers the questions, the faster his athlete runs. I am making the game 3d using away3d engine for flash. A similar 2d

Turn by Turn game: Use SignalR or both SignalR and REST API?

痞子三分冷 提交于 2019-12-10 17:27:49
问题 I'm write a turn-by-turn mobile game. Each game have 2 minutes. So every two minutes server will calculate rank and generate next game to clients. I use Asp.net to write server. I choose SignalR to communicate between client and server. I have 2 choices for implementing games: 1) Use SignalR only to communicate with clients 2) Use SignalR to notify client, and use REST API to get or update information of game. Could you please advice me what choice is better and please explain detail. Thanks

Sending “secret” data to individual players in Lance Game

二次信任 提交于 2019-12-10 15:45:47
问题 I'm wondering if there is an easy way in lance-gg to send player specific data to each player only, rather than emitting all data to all players. I wish to have create a poker game, and don't want the data around what each player is holding broadcast to all players and instead only have each player receive information regarding their own cards. Is this easily achievable between the current GameEngine and ServerEngine? Over the course of the game the following steps will need to occur: "deal"

How to get the Profile image of Participant in RealTimeMultiplayer using Google Play Game Services

此生再无相见时 提交于 2019-12-09 23:11:15
问题 I am building a game using google play game services on RealTimeMultiplayer concept, my questions is how to get access the all participants profile image to display. i am new to the google play game services, not found a solutions or any guidance on API. please guide me, can we access and how to access? 回答1: Using the ImageManager class to load the ImagerUri is how I tackle it. Below, I loop through each Participant in the currentRoom, and request their IconImageUri to be loaded by an

Flash Game Server Suggestions (Node.js, Red5, etc)

回眸只為那壹抹淺笑 提交于 2019-12-09 05:51:11
问题 Quick Summary: We have a completed flash game similar to Tetris that is ready to be "linked up" for multiplayer. After doing some research and asking here: Flash Sockets, Peer-to-Peer Capabilities , we have come to the conclusion that P2P networking done in the way xbox/ps3 games handle online games is not possible without expensive/dubious adobe software/services (FMS/Cirrus) on the flash platform at this point in time. Basically, a flash client is not allowed to become a "host" listening on

Movement “algorithm” in client-server Multiplayer (MMO) Games?

試著忘記壹切 提交于 2019-12-09 05:35:06
问题 I've been writing a 2D flash multiplayer game and a socket server. My original plan for the movement algorithm between the client and server was the following: The client informs the server about the player's movement mode (moving forward or not moving) and the player's turning mode (not turning, turning left or turning right) whenever these change. The server loops all players every few milliseconds and calculates the angle turned and distance moved, based on the difference in time. The same

Google play game service ,determining a host or server

天大地大妈咪最大 提交于 2019-12-08 05:34:24
问题 im trying to develop a multiplayer game using google play game service. In my game i have some game logic that will run only one players set ,which i prefr to call host. i would like to determine the host by player who created the room. but i see room creator id can be different in different players set on a single game,and each returns as creator in auto match game. so what should be the ideal way to find a host ,apart from sorting the player list and use the first participant as host ? 回答1:

Meteor js and multiplayer games

牧云@^-^@ 提交于 2019-12-08 01:38:48
问题 I started to learn Meteor and I realized that it could probably be good solution for simple multiplayer game because of its reactivity. Is real time exchange between client-minimongo-database-client fast enough for exchanging player coordinates? Or it is bad solution and I should do it without database in the middle, just with direct web sockets connection? Multiplayer concept is new to me, so maybe I'm wrong all the way. 回答1: Meteor is by far the best of the best technology available among

Ocaml Lwt - some implementations of multiplayer game

此生再无相见时 提交于 2019-12-07 23:15:09
问题 I'm going on to writing a simple implementation of tic-tac-toe server (via telnet). The task - players connect to server and after they send START the server looks for a partner who typed START too, and game begins. A piece of code: let handle_income () = let con = Lwt_unix.accept sock in con >>= fun (cli, addr) -> let player = Lwt.return {state = Sleeping; descriptor = Lwt.return cli} in send_to_client player "Welcome to the server. To start game type in START and press Enter"; player;; let