Tool to help you write multiplayer games

I have created a tool to help Flash developers interested in
writing multiplayer games. It should take care of a lot of the
details of communicating with sockets, enabling you to focus on
your game code. Advanced Actionscript and PHP coding skills are
required:
http://flashmog.net

Apps have reviews.  Check the reviews from the public and get a sense of quality from them.

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    I can not play multiple games. I've searched for a solution and saw that
    The solution is in general-restrictions-enable restrictions-enable multiplayer games.
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    How can I enable them ? Why they are greyed out ?!

    If your iPhone was provided by your company or another organization or is being managed by them (perhaps as part of connecting to the company's email system), they may have those features disabled. If that's the case, that's an issue you'd have to take up with your company.
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  • How to create a multiplayer game for steam using flash/flex?

    Hi guys,
    We've got a multiplayer game ready to go. Currently it is not multiplayer, but we'd like to get it to a stage where it can be played over the steam network by users of steam and owners of steam games.
    We'd like to if anyone could briefly give us a breakdown of how to get out game up on steam and available for multiplayer?
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  • Multiplayer game

    hi, i develop in flash 8 (AS2) a car game where i run a race
    with 1 car.
    i want to transform this game into multiplaeyr with media
    server, can someone give me an idea on what do i need to do ??
    thanks.
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    We don't really have enough info on your game to help you.
    But the basic concept of multiplayer is the following :
    -Server centralizes all information on all players at all
    times
    -Players regularily send info about their status
    -Server regularily send status info received to all others
    players.
    Then, to optimize ressources, status updates should be as
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    right, and the game can update itself on the clients side thanks to
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    This method is called "dead reckoning", wikipedia has a nice
    article about it.
    Good luck, multiplayer is always very though to code.

  • Need help with a guessing game

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            int compscore = 0;      //number of times not guessed
            int guessnum = 0;       //number of guesses for one number
            int gamenum = 0;        //number of games played
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        System.out.println ("Try to find the number using as few guesses as possible");
        System.out.println ("After each guess i will tell you if you are high or low");
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          gamenum ++;
          userguess = userguess;
            for (guessnum = 1; guessnum < 6 && userguess != randnum; guessnum ++) {
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                userguess = userguess;
               if (guessnum >= 5) {
                  System.out.println ("You did not guess my number!");
                                  } //closes if statement
               if (userguess == randnum) {
                 userscore ++;
                 System.out.println ("You guessed it! It took you " + guessnum + " tries.");
                 System.out.println ("If you want to play again, enter a guess");
                 System.out.println ("If you do not want to play again, enter 0");
                                        } //closes if statement
               else if (userguess < randnum)
                 System.out.println ("Your guess is too low");
               else if (userguess > randnum)
                 System.out.println ("Your guess is too high");
                                                          }//closes for loop
                              } //closes while loop
    compscore = gamenum - userscore;
            System.out.println ("Thanks for playing! You played " + gamenum + " games");
            System.out.println ("Out of those " + gamenum + " games, you won " + userscore + " times");
            System.out.println ("That means that I won " + compscore + " times"); 
    } //closes main
    } //ends guessgame class

    The problem with your program is that the while loop doesn't get checked. The condition of the while loop will only get checked each iteration, and not during one iteration. The time you are in your for-loop is still one iteration so it won't check if userguess is 0. see it liek this
    While: is userguess 0, no, do 1 iteration
    while-iteration-forloop: check 5 guesses, userguess can be anything even 0 while loop won't stop.
    end of for loop
    end of while-iteration
    new while iteration, is userguess 0?
    and so on.
    HTH,
    Lima

  • Hi,guys,I recommend a SWF Encrypt Tools (DoSWF)to you that developed myself.

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  • A never ending multiplayer game?

    Hi
    I want to make a 2d spaceship multiplayer game (applet). The game should have lots of human controlled spaceships (and maybe some computer controlled spaceships if there are no human players). Each time a new user starts a game in its web browser, a new spaceship will appear in the game. The user will play until his spaceship is shot by another player. A shot spaceship will disappear from the game, and the player may choose to start a new game with a new spaceship. But the game on the server should never end. Each user will play in the same game on the server (but there may be a maximum number of players).
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    this is a fast extract from my files, when you run Gclient the server will be launched and 2 clients will be opend, the red boxes are players
    using the mouse you move the box, the change of location is propagate thru the server.
    Server
    import java.io.*;
    import java.net.*;
    import java.util.*;
    public class Gserver
         private int    players = 0;
         private Vector ones = new Vector();
    public Gserver() 
         ServerSocket servS;
         Socket       clnt;
         try
             servS = new ServerSocket(4444);
              System.out.println("Server Ready on port: 4444");
              while(true)
                   clnt = servS.accept();
                   System.out.println(""+clnt);
                   One one = new One(clnt);
                   one.start();
         catch (IOException ex) {System.out.println(""+ex);}
    public void sendToAll(String s)
         for (int i=0; i < ones.size(); i++)
              One one = (One)ones.get(i);
              one.write(s);
    public void sendToOne(One me)
         for (int i=0; i < ones.size(); i++)
              One one = (One)ones.get(i);
              me.write(one.data);
    public class One extends Thread
         private Socket         socket;
         private BufferedReader in;
         private PrintStream    out;
         public  String         data;
    public One(Socket socket)  
         this.socket = socket;
    public void run()
         try
              out  = new PrintStream(socket.getOutputStream());
              in   = new BufferedReader(new InputStreamReader(socket.getInputStream()));
              ones.add(this);
              players++;
              int x = players*30-25;
              data = "P"+players+","+x+","+x+",";
              sendToAll(data);
              sendToOne(this);
              while ((data = in.readLine()) != null)
                  sendToAll(data);
         catch (IOException e) {System.out.println("one!!"+e);}
         close();
         ones.remove(this);
    public void write(String s)
         if (out != null)
              out.println(s);
              out.flush();
    public void close()
         if (socket == null) return;
         try
              if (socket != null) socket.close();
              if (in     != null) in.close();
              if (out    != null) out.close();
         catch (IOException e){}
         socket = null;
         in     = null;
         out    = null;
    public static void main (String[] args) 
         new Gserver();
    client GUI
    import java.awt.*;
    import javax.swing.*;
    import javax.swing.border.*;
    import java.awt.event.*;
    import java.util.*;
    public class Gclient extends JFrame implements KeyListener
         private Component me;
         private Container co;
         private Gsocket   socket;
    public Gclient()  
         super("Glient");
         setBounds(1,1,500,200);
         addWindowListener(new WindowAdapter()
        {     public void windowClosing(WindowEvent ev)
                   if (socket != null) socket.close();
                   dispose();     
                   System.exit(0);
         co = (Container)getContentPane();
         co.setLayout(null);
         co.setBackground(Color.black);
         addKeyListener(this);
         requestFocus();
         setVisible(true);
         if (socket == null)
              socket = new Gsocket(this);       
              if (!socket.isConnected())
                   dispose();     
                   System.exit(0);
              else socket.start();
    public void keyTyped(KeyEvent ke){}
    public void keyPressed(KeyEvent ke)
         int kc = ke.getKeyCode();
         if (me == null) return;
         Point o = me.getLocation();
         Point p = me.getLocation();
         if (kc == 40) p.y++;
         if (kc == 39) p.x++;
         if (kc == 38) p.y--;
         if (kc == 37) p.x--;
         if (!p.equals(o)) socket.write(me.getName()+","+p.x+","+p.y+",");
    public void keyReleased(KeyEvent ke){}
    public void go(String s)
         StringTokenizer tokn = new StringTokenizer(s.trim(),",");
         String p = tokn.nextToken();
         int    x = 0;
         int    y = 0;
         try
              x = Integer.parseInt(tokn.nextToken());
              y = Integer.parseInt(tokn.nextToken());
         catch(NumberFormatException e){}
         Component com = null;
         for (int i=0; i < co.getComponentCount(); i++)
              if (co.getComponent(i).getName().equals(p)) com = co.getComponent(i);
         if (com == null)
              JLabel l = new JLabel(p);     
              co.add(l);
              l.setName(p);
              l.setOpaque(true);
              l.setBackground(Color.red);
              l.setHorizontalAlignment(SwingConstants.CENTER);
              com = l;
              co.validate();
              if (me == null)
                   me=l;
                   setTitle(p);
         com.setLocation(x,y);
         co.repaint();
    public static void main (String[] args)
         Thread t = new Thread()
             public void run()
                   new Gserver();
         t.start();
         Gclient a = new Gclient();
         Gclient b = new Gclient();
         b.setLocation(b.getX(),b.getY()+220);
    client socket
    import java.awt.*;
    import javax.swing.*;
    import java.awt.event.*;
    import java.util.*;
    import java.net.*;
    import java.io.*;
    public class Gsocket extends Thread
         private Gclient        client;
         public  String         host;//  = "10.20.2.58";
         private int            port  = 4444;
           private Socket         socket;
         private PrintStream    out;
         private BufferedReader in;
    public Gsocket(Gclient client)  
         this.client = client;
         port = 4444;
         try
              InetAddress ia = InetAddress.getLocalHost();
              host = ia.getHostName();
         catch (UnknownHostException ex)
         try
              socket = new Socket(host,port);
              out    = new PrintStream(socket.getOutputStream());
              in     = new BufferedReader(new InputStreamReader(socket.getInputStream()));
         catch(IOException ex)
              socket = null;
    public boolean isConnected()
         if (socket == null) return(false);
              else            return(true);
    public void run()
         try
              String data;
              while ((data = in.readLine()) != null)
                   client.go(data);
         catch(IOException ex)
         close();
    public void write(String s)
         out.println(s);
    public void close()
         try
              if (socket != null)     socket.close();
              if (in     != null) in.close();
              if (out    != null) out.close();
         catch (IOException e){}
         socket = null;
         in     = null;
         out    = null;
    }Noah

  • Multiplayer game programming - Code of a basic server

    I'm a beginner in multiplayer game programming and I'm looking for the code of a basic server for a multiplayer game. I don't mind which kind of game (I mean: chess, ping-pong, battlenet...) The important thing is the code pattern abnd the server structure.
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    If you want to have a look at a generic multi-threaded server, check out the Java networking tutorial.. there's a basic example server that responds to a "Knock knock, who's there?" conversation.. you can start off with it..
    Of course it's not a game server but you could try sticking in a game engine to maintain the game world and change the user sessions to a proper game protocol.. e.g. sending key strokes or joystick movements. You could also get the server to send player and enemy positions etc...
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  • Can someone point in the right direction for how to make a multiplayer game over the internet

    Hello,
    I am looking into making a game where two people who can be in different places would log on to the app, log in and can play - i.e. they would be connected over the internet. I'm looking for a hint on what is the direction to take and which technologies.
    For example is there a best practice for example if you make an app with DirectX and C++, and you use some kind of web service or something? or is it easier using C# and XNA? just looking for some pointers in the right direction. I have played around
    with DirectX, far from proficient but have familiarity, I have no experience with XNA but hear it's less hardcore and easier going. I'm particularly interested in what the best way to connect over the internet.
    Thanks

    What you are asking is very complicated and one of the more difficult things you can do in gaming. I'd strongly recommend you start smaller to learn and then move up to multi-player games as your skills grow.
    From the multiplayer client perspective it doesn't really matter which technology you use. You can write a multiplayer game in any engine or technology that can talk to the network. Choose the client technology that you are most adept at and interested in
    and learn it. You can go straight to DX, use a third party library such as Monogame (XNA isn't supported for Windows Store apps), or a complete game engine such as Unity. Once you can write a decent one-player game you'll have the foundation to start on to
    build a two-player game.
    At that point you'll need to define the problem much more specifically. As you state it, it is really wide open. How do you want the users to connect? Directly machine to machine? Matched through a web server but running client side? Connecting to a game
    running on a remote server? Something else?
    The network connection itself is probably fairly straightforward, but where to connect and how to manage that can be difficult. You'll have to decide what properties you want. Is this an action game where responsiveness is important or
    a turn based game where timing is less relevant?
    Are the players connecting locally or completely remotely? If the former then they can probably connect directly over the local network (NFC is great here). If the latter then they probably will need to connect to a matchmaker service to avoid firewalls.
    This can get very complex, but there are existing solutions you can use rather than writing your own.
    --Rob

  • Realtime, Multiplayer Game. But how?

    Hi
    Does anyone know where I can get information (i.e code examples, understandable explanations) about Java realtime programming (time scheduling, graphic thread, synchronisation)? What I want to do is some 2d game where 1 or more players fight against each other over some network in realtime.
    Is it possible to use JMF for such an application? Instead of transfering sound/video I transfer coordinates.
    I learned a bit of CORBA. Are there any CORBA realtime applications?
    Thanks!

    Hi
    Does anyone know where I can get information (i.e code
    examples, understandable explanations) about Java
    realtime programming.I've written a few realtime network games and so feal vagually qualified to answer this. I normally write the games client/server, with the clients being pretty "dumb" (ie sending just the keystrokes to the server and interpreting data back from the server to display the results/graphics). If you get the server to loop around checking each players connection for incoming data, process them all (if there is any), and then send back the "status" of the game as it is as that point, all players will see the game situation as it is at that point equally. You obviously want to minimise as much data being sent/received as possible. Hope this helps.

  • HT4314 How do you completely remove "Game Center" from an iPad?

    How do you completely remove “Game Center” from an iPad? Disabling Game Center is a joke because even after you disable it, it continues to reappear frequently prior to your game and “Demands” your attention before it allows you to play your game, this is very annoying. Also, if you are off the grid (e.g.: OCONUS) with no connectivity and the “Game Center” pops up you are blocked from playing your game(s) entirely with no recourse to include being blocked from doing the Game Center multiscreen dance of Canceling and finally Disabling Game Center (yup, they have a button for it on one of the last popup screens But that button to Disable it is completely ineffective because Game Center will still reappear in a day or so). Kindly note that I play single player games like solitaire that should not require the Game Center and some apple tech agree. Apple support techs also have not been helpful with my “Case” number. And no, under the General Settings even when you switch off both Game Center toggles it still overrides them et al. I bought this iPad because it looked like something fun to do and it is BUT I ignored the warnings that it would be a socially invasive toy with a forced unalterable protocol; next time should I listen more closely? Thanks for any understanding and assistance.
    Device: iPad 3G (iPad3,2)
    iOS version: 6.1.2

    Let apple know how you feel
    http://www.apple.com/feedback/
    beyond that your only recourse is to look for games that are not game center games and only use those. The ability to disable game center was removed with iOS6 I believe. All you can do is block multiplayer games and game invites. Everything else is unalterable.

  • Flash issue's with online multiplayer game's

    I play alot of online multiplayer game's, i spend thousand's of dollars a year in playing, I update my computer everytime something new come's out. This is the first time i found a game flash based i wasn't to impressed with, Game i am talking about is wartune.com. when u aint around alot of people its fine, minute u get around alot of people it slows down. i have tried diffrent brower's and also diffrent settings as recommended on ur site. What i would like to see is flash be more friendly to less lag cause by flash, or even frames per second option available so a user can see what is going on. When flash aint lagged down it work's great, but need some more settings to boost the performance of it, Hardware acceleration almost does minnunim to nothing, i have 32 gigs of ram, duel processor's, duel video card's.  my system is very welll mainted as i don't do much but gaming on it. Give us some options to improve the respones time with flash, or even let use use are video cards more effecicantly with flash, Also just a not some complain the high useage of memory during online gaming have to refresh webpage alot to speed back up, Speaking to gaming sites doesnt seem to help, Only way i truely believe they will change is when they have to change, So im coming to u as a customer of alot of flash stuff, force them to do something, do ur 12.0 flash update with some added fetures for use gamers, give us a option to speed up are flash, I will state that theres other programs out there that when ran with flash it make's it go super smooth, but ur not allowed to run second programs during gaming, but if it smooths it out tremdously maybe that be something for u to look into? Any question's feel free to msg me back.

    You can buy top PC but this will not fix issues that made game developer. Yes, game developer. Not Flash Player developer. First of all you need to ping your game server.
    On PC in Windows you need to run in cmd this string: ping wartune.com but this is may not show real IP of game servers. I can't enter to wartune because there is error 404 - page don't found. So you need to know their servers IP and try to ping them. All ping that shows more 50ms will cause a lags. Ping it's timeframe for delivery data  between your PC internet and wartune sever.
    PS. my ping showed 192ms. So if game have the same server as hosted web site - I must see lags due big ping.

  • Online multiplayer game

    Hi all,
         Anyone know how to develope online multiplayer game. If any one knows send me the reference site.
    Regards
    Saravanan.T

    You will need a server of some kind of course. I would hit www.gotoandplay.it
    They have a free version of their java server that you can download and mess around with called the SmartFoxServer. I would also look at the ElectroTank website. They have a nice java server as well and a lot of tutorials and helpful forums.

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