Latest multiplayer Activity
I just deployed an update with various improvement, and a little explanation on the left, is it helpful?
I just realized I still miss to mention you have to match with the opposite side of yours. I will add it.
I plan to build a landing page that will really showcase and explain the project with vide…
Hi everyone!
I've been experimenting with the multiplayer features in Godot and was impressed by the ease of implementation for implementing multiplayer. I would like to start a new project that aims to bring together artists, animators, game designers, level designers, and software developers to cr…
Choose an engine and stick with it! (Why and how I went from my own engine, to UE4, and back again!)
Hello all!
It has been a very long time since I attempted to yet again deliver my role playing game The Seven Spells Of Destruction to the waiting hands of gamers. Several times I have tried, and failed with varying degrees of success.
Let's recap on all the various…
This is one of those cases that won't be perfect, because latency sucks.
Your options are to push prediction and rewind as hard as you can, to favor the player with lower latency, or to trust the client WRT catch timing (which will then open up for more possible cheating.)
In some shooter games, you …
I'll give it some thought but I'm liking that last one approach you mentioned: each time state changes and once a second. Seems good enough!
Thanks once again! 🙂
I suggest finding out what the core of this mulitplayer lmvu-like chat avatar would be, and then implement that with the tools you're most comfortable with. Scratch all the things that are not absolutely essential to making that avatar; if it comes down to a single, challenging task, you can take a…
@Gnollrunner That sounds like a really interesting project! I just think that it might be too complex for my current skill level, but I will check the videos from your blog for sure. I'll contact you if I still have the courage ?
yay hello fellow modder!
Its working now. I didn't get the component of Mage in Fireball script, thats why it ws throwing error. Thanks guys.
This will be my eighth post on my design blog. Today I will be going over the information that I learned in the eighth week of my Game Systems Design class. As I have said in my previous posts if you follow this blog, I would appreciate any feedback you may have. Anything at all, wheth…
Hey everyone!
My friend and I are happy to announce the release of our new multiplayer voxel parkour game.
The game comes with a real-time leaderboard, a checkpoint system, and fully-synced user model animations!
You can play the game now at https://realms.voxelize.io/parkour
Feel free to invite …
Cooperative Multiplayer
- Revive, heal, damage boost, raise defense, a…
I’ve recently finished creating an online multiplayer action RPG game, well I say finished, I’ve got the first main version out that is now fully playable :)
Although the game has been released, it’s still technically in it’s beta testing, however there are no major bugs anymore as they’ve all…
Download it here:
https://rosscogames.itch.io/gran-premio
It's early in development. Gran Premio is a fast paced racing game that I've been developing for a couple months now on and off. There are two maps, three cars (the Lamborghini is buggy), and tons of upcoming features. I made this game with U…
hi @kenzo23 im a female voice actor your project sounds interesting if you’d like to get into details, please contact me via
discord / email
hextahlia#4208
hextahlia.contact@gmail.com
The only other multiplayer library I've used in Unity was a custom client library we wrote on our own, so I can't help on that front.
However, when deciding on networking, the first and most important decision, is what kind of gameplay you want to support! Turn-based, extrapolated-state-snapshots, a…
That's one way of doing it, yes.
Hi, I wanted to share the multiplayer game framework I've been working on, Hathora: https://github.com/hathora/hathora
Hathora makes it easier to developer multiplayer games with built in state synchronization, prototyping interface, and authentication. See more at https://docs.hathora.dev/#/
My vi…
About your x-com multiplayer project:
Have you managed to complete a single player turn-based game with the structure you envision?
If you did and you nailed what makes the single player experience fun, here are the common tricks used on the few games that allow turn based coop:
- Smaller and flat…
Working example: https://mouse-click-js.herokuapp.com/ in which the coordinates of the mouse click are sent to the server and the response is returned to the client in the form of a message that it displays on the screen.
- Source codes of the server + web client in JavaScript: mouse-click-js-master.z…
Greetings, we are DaOne Games.
Hunt-or-Haunt is our new project, an ABA game inspired by traditional Tag game.
It's a player vs player gamer combining elements such as stealth, search, infect, as well as hunt and chase.
Those who play as IT, the ghosts, can turn invisible and attack the humans, transf…
Unity (NYSE: U), the world’s leading platform for creating and operating real-time 3D (RT3D) content, today announced the beta launch of Unity Gaming Services – a new platform experience that unifies Unity’s existing Operate Solutions for games and introduces new tools and services that simplify an…
Lucid Sight, Inc. Announces $2.58 Million Investment to Launch Colyseus Arena Cloud-Hosted Multiplay
Los Angeles, CA— Lucid Sight, the independent game studio behind MLB Champions, CSC with Star Trek, Herocade, Polyrunner, and several other games spanning VR, AR, and NFTs is announcing that it has raised $2.58 million to launch a cloud-hosted multiplayer service called Colyuseus Arena. Colys…
@a light breeze Wow, this is what a humble mistake~ lol. thank you for your eyes guy.
@chao51 I have tried it on dosbox and I have gotten a joystick working, though I am considering scrapping the multiplayer aspect, well, at least the one involving multiple computers. But however, I will continue to work on getting multiple-controller multiplayer working.
Hello, we wanted to share some cool updates for the Beast Master. We added new sailing feature which players will able to travel between islands.
Beast master will contain multiple islands as we mentioned before. Players will able to travel between those islands to hunt different types of creatures.…
Hello everyone interested in this post. Me and my small Indie Dev team have been working on a MOBA Project that could just take over. For some time now we have thought of expanding out team. We have noticed that our Project was a little to big of a piece for us to …
There’s a good reason why studios develop multiplayer games – it gives them an opportunity to work at their most creative, building live communities and taking on the challenge of real-time action. They also have the greatest potential to deliver profit. But it’s well understood that they are hard …
Not only do games without cross-play exclude a huge chunk of their target audience, which means lost marketing and sales potential for game studios relying on recuperating the massive expense of making them. Omitting cross-play negatively impacts gameplay, too.
The most obvious downside is gamers ca…
Hello, this week we added new swimming mechanics to Beast Master.
In our previous blog posts, we mentioned that we will add content related underwater to Beast Master. Players will able to swim and find resources below the ocean. Also we will add some ship physics to the game which will allow to bui…
By Josh Holmes, CEO and co-founder of Midwinter Entertainment
With over twenty years of experience as a creative leader, studio executive and entrepreneur in the games industry, Josh’s credits include creative director for Halo 4 and studio head for Halo 5: Guardians, as well as co-creating the NBA …
Greetings everyone, on this weeks blog post we wanted to share the new fracture system.
We are using a GPU instanced vegetation system which is pretty optimized and allow us to render lots of plant and trees. Each chopped tree or stone will be removed from the instance and replaced by a fractured ve…
Hello everyone! We have been working on our new procedural terrain generation system for a while. In this week’s blog post, we wanted to show you the results of the procedural system and the new features we will add to the game.
Before we start, we want to share some ideas which will change some cor…
Greetings all! We have been busy working on Beast Master’s multiplayer system for a couple weeks.
As we mentioned before, Beast Master will support online co-op which will allow 2 to 10 players play together. We also be implementing features for our players to be able to build custom dedicated serve…
Latest video is out! On this video, I talk about Area of Interest management, and how it affected the game. It's a critical feature, and for now the result is satisfying. I'd love to hear your questions or feedback.
Hello! This is our first dev blog about Order of the Elements, a hardcore medevil/magic MMO with meaningful progression and challenging gameplay. Check out the video below to learn more and if you're interested hop in our discord: https://discord.gg/9ccMSa5
Introduction
Marketing a new product can be difficult. It’s doubly difficult when it’s in a new space, like real-time streaming … if that’s even the right way to classify StreamSDK. Pursuant to this challenge, one way to reach people is to present novel new demos that showcase the power of the platf…
Devlog #9- The Root of all Evil
December 3rd, 2019
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