LAN/Online multiplayer games like Fun Run creation with Corona

Hi,

I am highly interested to know how we can build multiplayer games like Fun Run. I had tons of fun playing it with my friends and also unknown people. I wonder what Fun Run used in the backend to build their awesome multiplayer game. Please share your experiences in this thread, so that others can also learn.

a. Has anyone in this forum created multiplayer game?

b. What technology is best suited for both LAN and Online?

c. Any good tutorials out there?

So many views no response :frowning: :wacko:

Fun Run was made in Corona, but unless the makers chime in (and they are not active in the forums) and talk about their back end, all anyone can do is speculate.

For LAN options, may apps used something called AUTOLAN. I believe @roaminggamer updated the library to be IPv6 compatible recently. I know this was a pretty popular way to do local LAN games.

Once you get to games over the Internet the ways of doing multiplayer games jumps drastically.  Some games can work with TCP based socket communications, others will need to use UDP. Corona supports Lua sockets which lets you do either. You likely would have to have a dedicated server to manage your lobby and packet passing between players in the session.

Then you have to consider various real-time vs. turn-based system. Some people will use Apple’s GameCenter or Google’s Google Play Game Services to implement both real-time and turn-based methods. Some people will use WebSockets. Other turn-based games could be done with simple Web HTML scripts.

Plugins like GameSparks and PlayFab can be used for multi-player games as well, and perhaps you need a combination of all of these to implement your strategy.  Or you can look at services like Photon cloud (https://marketplace.coronalabs.com/corona-plugins/photon-cloud) which offers real-time message passing.

Rob

Thanks will explore them one by one.

To me Fun run is the best game I have played made in corona.

So many views no response :frowning: :wacko:

Fun Run was made in Corona, but unless the makers chime in (and they are not active in the forums) and talk about their back end, all anyone can do is speculate.

For LAN options, may apps used something called AUTOLAN. I believe @roaminggamer updated the library to be IPv6 compatible recently. I know this was a pretty popular way to do local LAN games.

Once you get to games over the Internet the ways of doing multiplayer games jumps drastically.  Some games can work with TCP based socket communications, others will need to use UDP. Corona supports Lua sockets which lets you do either. You likely would have to have a dedicated server to manage your lobby and packet passing between players in the session.

Then you have to consider various real-time vs. turn-based system. Some people will use Apple’s GameCenter or Google’s Google Play Game Services to implement both real-time and turn-based methods. Some people will use WebSockets. Other turn-based games could be done with simple Web HTML scripts.

Plugins like GameSparks and PlayFab can be used for multi-player games as well, and perhaps you need a combination of all of these to implement your strategy.  Or you can look at services like Photon cloud (https://marketplace.coronalabs.com/corona-plugins/photon-cloud) which offers real-time message passing.

Rob

Thanks will explore them one by one.

To me Fun run is the best game I have played made in corona.