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multiplayer

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openage
heinezen
heinezen commented Oct 1, 2021

Required skills: Python

Difficulty: Easy

For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:

INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
Gymnasiast
Gymnasiast commented Feb 3, 2022

Currently, the help text (Type 'help' for a list of available commands. Type 'hide' to hide the console.) is untranslatable. It should be added to the language files and then retrieved using language_get_string(). Additionally, the straight/typewriter quotes should be replaced with ‘ and ’.

boardgame.io
RevolutionTech
RevolutionTech commented Jan 24, 2022

When assigning the minPlayers and maxPlayers properties of the game object, this can influence the player counts a user can select when creating a new match in the lobby. However, these bounds do not appear to be enforced by the lobby server.

For example, the following request will succeed in creating a match of tic-tac-toe running on localhost with the property maxPlayers set to 2:

agones
evennia
dwoodruffsf
dwoodruffsf commented May 4, 2021

Describe the bug
If you spawn a Player Object explicitly like this:
newPlayer.SpawnAsPlayerObject(clientId, null, true);

It will clean up if the player disconnects. But if the server force-ends the client connection via DisconnectClient, the object is left hanging around.

![image](https://user-images.githubusercontent.com/27827009/117048953-90afee00-ace1-11eb-9217-e94ba2331e41.pn

Snowfallzz
Snowfallzz commented Sep 21, 2021

Describe the bug

  • Objects set to breakable="false" in map remain breakable (hay boxes, object ID 996, object ID 3280 and many more)

To Reproduce

  • Set any of the objects I mentioned above to breakable="false"

Expected behavior

  • Objects become unbreakable and do not fall apart after a heavy weight passes on them

Screenshots

游戏服务器框架,网络层分别用SocketAPI、Boost Asio、Libuv三种方式实现, 框架内使用共享内存,无锁队列,对象池,内存池来提高服务器性能。还包含一个不断完善的Unity 3D客户端,客户端含大量完整资源,坐骑,宠物,伙伴,装备, 这些均己实现上阵和穿戴, 并可进入副本战斗,多人玩法也己实现, 持续开发中。

  • Updated Jan 18, 2022
  • C++

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