Multiplayer tutorial 1: concepts

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Tutorial written by AshleyOriginally published on 3rd, March 2014 - 4 revisions

Introduction

Developing multiplayer games is difficult, even though Construct 2's Multiplayer object takes care of many of the complexities for you. In the same way the events to every game are different, the way multiplayer messages and data are handled will depend on the type of game you are making. As a result the Multiplayer object has relatively abstract general-purpose features so you can make best use of it for your particular game. To make best use of these features it is important to understand how multiplayer online games fundamentally work, the problems that arise, and how they are resolved.

If the features are used incorrectly, your game could end up being unnecessarily laggy, have strange and difficult bugs, or make it possible for players to cheat. While you may be keen to start designing your multiplayer games as soon as possible, it is strongly recommended to read through the complete set of multiplayer tutorials before starting. Additionally this should be considered an advanced feature: beginners may find it very difficult, and intermediate users may find themselves stretched.

If you're ready to begin learning how multiplayer games work, read on!

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Comments

2
mvandrei 567 rep

Wohooooo!!! Can't wait!!!

Sunday, March 09, 2014 at 9:27:51 PM
3
STARTECHSTUDIOS 10.7k rep

One of the Best tutorials ever written by man, beast, or child. :)

Monday, March 10, 2014 at 7:49:57 AM
2
awmace5 1,938 rep

Pure genius.

Monday, March 10, 2014 at 10:42:02 PM
2
Tedg 9,884 rep

Wow this is fantastic .!

Friday, March 14, 2014 at 3:34:56 PM
3
jardelbr 4,857 rep

! i have no words.... !

Tutorial saved ! its my bible now!!!

^^

Friday, March 14, 2014 at 4:52:16 PM
2
Hillstrom 4,593 rep

You covered a lot of the nuisance that network programing requires to take care of.
Eventually add a blog entry or add in the manual more info about those techniques the engine use like dead reckoning and how messages are replicated. It could help to better design ahead certain dangerous features of games.

I'm still surprised to see so much done so quickly. To have this power in a graphical programing engine is certainly a kind of "never seen before" thing.

Friday, March 14, 2014 at 8:07:22 PM
2
JuniorTabanez 1,249 rep

Fantastic :)

Monday, March 17, 2014 at 4:52:05 AM
2
zorida 841 rep

Hard and impressive job. With the help of this feature, better games may come, and Construct 2 starts to set above its competitors. In particular, the unreliable packets way shows most potential despite its raw approach, because otherwise websockets would have already done the task. Real time needs high speed and hopefully thanks to real time we have a chance to stand on such a competitive app market. Just hoping we will be able to set up a little bunch of parameters. One of the best tutorials out there. Thank you very much.

Wednesday, March 19, 2014 at 10:14:05 PM
2
Soulmachine 928 rep

GREAT, I can't wait for the stable release to become available for the free version. :)

Thursday, April 17, 2014 at 12:45:15 AM
1
Daggio 5,331 rep

that's a long read but it's really worth it! awesome job!

Friday, May 02, 2014 at 10:27:27 AM
1
irina 5,038 rep

@Ashley
I have question regarding the number of players.
Since this example is made for FPS type of game where 1 player = 1 peer, how do we count required bandwidth for an RTS game where one peer = many units.
Is it the same? since one peer actually sends and receives multiple units informations.

Wednesday, May 07, 2014 at 4:25:50 PM
0
LotusDragon 177 rep

i want to have multiplayer! :)

Friday, April 22, 2016 at 4:01:22 PM
0
sakugoku 218 rep

How I can play multiplayer without internet. (I have Personal edition)

Tuesday, April 26, 2016 at 11:30:41 AM
0
sakugoku 218 rep

for turkish please

kardeş şunun bi türkçesini yapıverin.

Tuesday, April 26, 2016 at 1:18:51 PM
0
Absolutevodka 152 rep

Oh Yeah ..

Thursday, June 02, 2016 at 2:57:27 AM

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