I'm making a multiplayer flash game where at a 'table' more than two players will be playing. Its turn based. Using zendAMF can the server response be made to wait till the player whose turn it is has made his move, so that it will appear to be real time?
I don't want to use polling since I read that it is not a very good practice. Instead can this method work? Lets say its player A's turn and the other players B,C,D are waiting. Their flash clients send a request to the server to get any updates. Instead of responding immediately can the server wait till player A has made his move and then send its response containing player A's move details to other players B,C,D?
Edit: Added image.Found the name of this method. Its called Long polling. So can Long polling be done with PHP webserver running apache and using a flash client which sends the requests?This is how the other players waiting players B,C,D are expected to be treated.
I am in the midst of coding a multiplayer card game. Right now, to make things simple, I limit myself to code for 3 players for one room. The clients call functions in the server and vice versa. Functions such as player's turn, shuffling cards, etc. So what happens if there's more than 1 room? Won't the data from the different rooms get mixed up with one another in the server side, since everything will be happening in just 1 server and on the same function? I am abit confuse on this part. Can someone enlighten me on how different rooms work in a multiplayer game? How do I make sure the data don't get messed up?
I'm working on a puzzle game in Flash. It's a two-player, head-to-head game with some realtime elements. It is not Tetris-like, but the level of player interaction and the rate of movement is similar to, though slightly more complex than, Tetris Battle on Facebook.
Naturally, I would like to match players up over the Internet. I would also like to prevent cheating as much as possible. Because of this, I am researching an authoritative server solution, much like Colin Moock describes in this answer to a similar question. That is, the server runs the authoritative game logic while the client runs a parallel simulation, sending player movements to the server for validation.
My question is this: Doesn't this essentially mean implementing the game logic on both the client and server side? Worse still, the server probably isn't going to run its simulation in Flash/ActionScript, which means you can't share code and you'll be implementing the same logic twice in two different languages.
im planning on making a flash multiplayer game with using the kinda new p2p features of flash.my question is: is it possible to add a option for players to host a game on their own root server for better connection? or is it impossible to host a flash server without a gui on a linux root?
We're looking for a good server to purchase to develop games with Flash/Android/iPhone clients with a .NET backend server (And even more importantly, that supports clustering and scaling in general).Now we've examined both ElectroServer and SmartFoxServer (both products look fine and suitable for our needs), however both can only be extended using Java.
I am looking to create a multiplayer game for both mobile devices (iPhone, Android, etc) and desktops. I have been looking at creating the game in Flash for desktops and writing the game in native language on the mobile device. Does anyone know of a good multiplayer socket server that work for connecting both the mobile and the desktop applications together.I have looked into SmartFoxServer (had a lot of trouble getting that working for some reason) and red5.
I'm building a multiplayer card game using Flex on the client side and Java on the server side and I wanted to know if I must sockets and the accept method in order to connect users to the server for in order for them to join a game room or create one or to chat.In the past I've learned how to build a game server which both sides are JAVA and connection was in sockets but now days the client side will be in FLEX which has few ways to connect to a Java server (XML,SOAP,BLAZEDS(AMF)) and I find it hard to understand how to write the Java server in order to do all the features of a game server,especially managing the rooms and sending data back to the users.
In the sockets way, when a user was connecting to the server and he had opened a room, this room was opened on a thread and who ever was joined that room then he was connected to the same thread and sending the messages to the right place was easy, so the problem is understanding how to do the same using SOAP or BLAZEDS.
I'm building a Facebook multiplayer game where the client side is in FLEX and the server side is in Java and I wanted to know if there is a guide on how to build the server clients managing system. When I say server clients managing system, I mean a server which many clients will connect to and will be able to choose between tables to join and play or to create their own table, same way as in texas holdem poker.
i've been looking in to making a multiplayer flash game.I downloaded and installed SmartfoxserverPRO with all the example files which are really awesome. I understand the idea/concept for those simple games like tic tac toe.So i'm here looking for information on making savable data to start off simple maybe just being able to save and store records for a tic tac toe game.
Is there any free Open Source Multiplayer Flash Game (like Happyfarm... in facebook) that I can use and build my own small network?What I'm looking for is the source code of some Multiplayer Flash Game (like http:[url]....for example)I do not know to much thing to talk about it, but if there is some, I hope:
+The game can run without any other system (not a plug-in or mod)
+If there is server-slide script, it should be PHP
I am in the progress of making a game....its based off of the TV Show, Charmed. I want to try and make it an online multiplayer game so three people can play online together as a team. Is there any possible way I can do this?
I am in the progress of making a game....its based off of the TV Show, Charmed. I want to try and make it an online multiplayer game so three people can play online together as a team. Is there any possible way I can do this? If there is.
If I wanted to code a desktop-based game, I could pull some XNA code and UDP sockets and make a decent multiplayer game. I would have an extremely clear of how to code the game I wanted.But if I wanted to code a browser-based online multiplayer game, how would I do it?ou can't use XNA....I've been looking at some questions and I'm seeing PHP and ASP.NET and Silverlight and Flash and Java as the alternative languages...I really don't understand how it works. I mean, for a desktop-based game, you're opening a UDP socket and accepting clients and transferring data, updating player states, drawing the results using XNA. But in a browser, how do you open a socket and stuff? How does that concept work, communicating to people in realtime through a web-browser.
I want to develop a game like wordfeud for android and iPhone. For now I don't have a mac so I am not able to use xcode to develop for iPhone. Therefore I have decided to use adobe AIR so I can link the game to both android and iPhone.
I am able to build offline games like tetris etc. but what should I look into when I want the game to be multiplayer just like wordfeud where you can have several games running at the same time. I know I need a server for this, but can I use xampp for now just to test the application and then export the db to a real server or is it a different kind of server I must use?
Make a simple Multiplayer game (Java server, AS3 client) and i was wondering, how would i get people to be able to select their clothing?
Im going to have the data stored in a database, but i want to know, how would i go about keeping a shirt/pants/shoes of each colour and merging them (For each character's combination) to create a new movieclip (username_figure for example)
I have a Group screen component with some Path elements inside. The Group has a (default) style, and the Path has a (default) stroke. When the program starts, (on initialize) loads from a server (via HTTPService) some data that includes different styles for the Group, and it may also include different color/width for the Path stroke. If the styles/stroke attributes are not included in the server response, then the component will be shown with the defaults.
I have created a simple card game in Ruby on Rails+ajax with jQuery for animation. It's working Ok, and I wanted to develop a multiplayer version. It looks like it's not so simple as i thought. I have also tryed to port the game completely to JS into the Canvas tag. This is possible for me and I could make the animation there much better however I still don't know how to add a multiplayer part in it.
I wish to create a multiplayer game facebook app. A game will have 1 to 4 people in it playing from their own systems. I wish to target, lets say, 10K simultaneous online users. I am planning to write the client side game in Flash. I wanted to know how these clients communicate with each other. Can these clients communicate directly with each other or I should go with "server as middleman" approach? I want the game to work even in "restricted" networks. If server, how do I have things working from google app engine cloud service? I came across channel API, should I use that? Would it work with a flash client?
I'm planning to make a multiplayer hero-based RTS game, similar to the gameplay of DotA/HoN/LoL. With about 10~ players max at once in a game. The latency and responsetime is key, trying to get as low ping as possible.And last but not least - I don't want to use any 3rd party solutions, such as smartfox server or any of the likes of it.So, with that said, what is the way to go if I'm going to build this properly? Java socket server? Python? Let me know what you think and please share resources since i haven't done anything similar before.
What is a good framework to build a multiplayer game in Actionscript? I want to create a multiplayer 2D shooter like Asteroids on the Blackberry Playbook; my main concern is latency - a shooter wouldn't be fun if the bullets are super-jerky and unexpectedly hit people. I'm guessing that a UDP-based framework would be the best.
I would like to create a multiplayer online game (tic-tac-toe/chess) and i am not sure which language to use. I am familiar with JS/PHP and heard about comet Does comet stand a chance against Flash, if yes whats the limitations except the lack of smooth animations like flash allows? What are the differences regarding resources and memory needed? SECURITY: Is it possible to create Flash-games without any chance to modify (flash-)cookies etc... for cheating? i know lot of questions, i do hope for your recommendations into the reight direction.
I have created a Mahjong solitaire game in which 144 tiles are laid out on the stage, variably stacked up to four levels. You find two matching tiles that have free sides and have no tile sitting on top of them, click them both, and they are removed. Object is to remove all of them.
My problem is that I'm getting about a one second lag when I click the second of two matching tiles. I'm pretty certain that the bottleneck is in the functions that get called when any tile is clicked, that determine if it's free on one side and above. I have never "stepped through" or otherwise debugged before. Is there a way for me to step through my code and get some indication of what the specific problem is?
I have upgraded from FMS2 > Flash Media Interactive Server 3.5 I added both the seriel number for FMS3 and FMS2 during the installation process. When I logged onto the admin panel there was no licence listed, and a link saying "to upgrade to unlimited connections now, click here".
So, I checked the fms.ini and no seriel was there. I put the seriel number in and restarted the server through the FMSadmin tool. Still, no licence file was showing. I then added the licence file via the admin panel and got a dialogue saying "Seriel Key "blah" Sent To The Server for approval". The seriel key now appears with a valid status of false. And no further progress after that. The documentation states that when you add the seriel key in this manner it should recognise it immediately.
Can anyone suggest what I might have done wrong? I have trebble checked the seriel number, and copied and pasted it to make sure it is exactly right.
I made a server connection with AC3 and C, I need the client(AC3) to be able to send a 3 byte message to the server (C) and have the server return a resopnse. So far everything works except for the fact that the feedback isn't fast enough becuase AC3 just tests for data once and moves on instead of waiting like in C. I'm using a binary socket at the moment but I was wondering if there was any way to wait for new data before moving on
Are there any open source multiplayer socket servers that can be used for virtual world development? I've been looking at SmartFoxServer & Electroserver, but there very pricey.
I'll start off by saying I'm a newbie, just putting that out there. How do you make a turn by turn multiplayer flash game? I don't know if an engine is made in AS3, PHP, Javascript, or whatever,I made my game already, it's just that it isn'tmultiplayer yet. Basically, there are lines, and each player crosses out a number of lines, and the last player to cross out a line is the loser. I want it where one user crosses out some lines, then presses End Turn, then the other does their turn and then presses End Turn to allow the other player to move his cursor. But how can I get both players to see the same frame and only have one player have the ability to move the cursor during a turn? Is there some easily adaptable multiplayer engine for flash for newbies out there