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What service do you use to implement Cross-Platform Multiplayer?

10-17-2014, 09:34 AM
#1
Joined: Aug 2014
Location: Ukraine
Posts: 40
What service do you use to implement Cross-Platform Multiplayer?

Hi guys!

I am indie developer from Kronet Games (Based in Ukraine). Two weeks ago we have launched or new game - Logic Lines - a tactical online puzzle game.

Main feature of the game is: challenging cross-platform multiplayer, which is really addictive and connects people with different kind of smartphones OS (iOS, WP8, Android).

So what's a problem. After release, we had a bad feedback about our online component - many players have connection problems. The issue is: when online reach 100 people, free cloud server which we use, start to work badly...

Note: We use Appwarp Cloud Gaming Service. Now we working on our own server, but also we are interested in what other developers work with? Somebody working on Cross-platform online component in games? Or maybe you know analogues of Appwarp? (We decide to use exactly Appwarp, coz it supports even WindowsPhone and we need it...)

@kronetgames - true game dev enthusiasts!
web: kronetgames.com
10-17-2014, 01:15 PM
#2
Joined: Sep 2014
Posts: 102
There don't seem to be many great choices out there. I'm still torn between hosting my own raknet NAT and matching server - which looks like a hassle and expense, or just giving up on cross-play and going with Gamecenter on iOS and Google Play Games Services on Android. There are significant benefits (in my opinion), to embracing the platform's own multiplayer services in terms of giving the user a familiar experience and access to their friends list.

Still, I'm worried that by losing cross-play I might make it harder for my users to find games.

I believe you can use Google Play Games Services on iOS (but not WP8), but I'm not too keen on making my iOS users create a google account to get online.

One thing that's annoying me is how inflexible and limited the matchmaking options are (Apple's and Google's). All you get is a single gametype variable, and another variable to do with roles. There's no way to express any sort of matchmaking preference that doesn't absolutely split your user base into separate sections. It'd be good if you can have the flexibility to let your users say "I prefer game-mode X, but I don't mind too much" or "I insist on game mode X", or "I'd prefer to play an expert opponent, but any would do".

10-17-2014, 04:27 PM
#3
Joined: Feb 2012
Posts: 4
Im looking for one too. The issue with hosting on my server will be the bandwidth, i dont know how much i will be needing.

Play my bird @ Birppy.com
10-19-2014, 06:59 AM
#4
Quote:
Originally Posted by Columbo View Post
going with Gamecenter on iOS and Google Play Games Services on Android.
That's the way we will do it when we design our multiplayer mode later on.

It's probably the best way to do it, keep iOS and Android separated.
10-20-2014, 06:36 AM
#5
Joined: Jul 2014
Location: Paris
Posts: 82
If you are developping with Unity, but I don't think so, I'd say Photon Clouds if you don't care paying to maintain the multiplayer, or an excellent one-time-fee plug-in for universal multiplayer: Bolt Engine. It's still in beta but already brilliant!
10-20-2014, 07:03 AM
#6
Joined: Aug 2014
Location: Ukraine
Posts: 40
Quote:
Originally Posted by rexopaxdev View Post
It's probably the best way to do it, keep iOS and Android separated.
Hm, do you really think so? Many of our users are very exited with ability to play with friends, even with Android or WP8...I still think, that cross-platform multiplayer is a big feature of the game, and will attract more and more users...

@kronetgames - true game dev enthusiasts!
web: kronetgames.com
10-20-2014, 03:25 PM
#7
Joined: Aug 2013
Posts: 1,065
Quote:
Originally Posted by kronetgames View Post
Hm, do you really think so? Many of our users are very exited with ability to play with friends, even with Android or WP8...I still think, that cross-platform multiplayer is a big feature of the game, and will attract more and more users...
Excited in theory.

In reality logging into an additional platform is hard. I find 20% of users at most login to gamecentre. I imagine google play services for iOS would be significantly lower.

Friends are generally a terrible way to find out if something is a good idea or if your game is good. Basically if your friend doesn't like your game then it is !@#$ing terrible lol.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
10-21-2014, 02:17 AM
#8
Joined: Apr 2010
Location: San Francisco, CA, USA
Posts: 43
I encourage you to NOT use google because of the requirement to log into GPlus. Thats not cross platform, thats wrong platform. We do our multiplayer & social stuff as a mixture of Heroku hosted custom (but simple) code and some Apple Game Center. I've looked at stacks of cross platform servers over the last 18 months, in the end only our own code matched the features & price we wanted. But only if you are comfortable with server side code & SQL or Redis (eg). Solutions tend to be cheap and inflexible or customizable and expensive. Also check out Parse (Facebook). They reduced pricing a few months back and have some ready made social integration. Watch out though that each table access, even if its from server side code, counts as a 'call' though (I think).

Echoing previous replies about inflexibility of Apple's Game Center matchmaking. For Hit Tennis Multiplayer (now retired) we 'hacked' it by having our own server create matching pools using a Redis database. Our server would tell the player which matching group they were in based on their level and how many people were currently online, and then we'd use Game Center named groups. That way we could try to balance things with our own server, but the actual game ran through Apple.

Mark J, Hit Tennis 3 maker, @markjnet

Last edited by markofjohnson; 10-21-2014 at 02:21 AM.
10-21-2014, 11:46 AM
#9
Joined: Aug 2014
Location: Ukraine
Posts: 40
Quote:
Originally Posted by Destined View Post
Excited in theory.

In reality logging into an additional platform is hard. I find 20% of users at most login to gamecentre. I imagine google play services for iOS would be significantly lower.
Of course i think, using Google Play services on iOS is a terrible idea. Appwarp allows to you, connect to the server, by entering only yours name (also we use name-generator for those lazy guys) and that all. Just enter name and play, you loggin into gamecenter or googleplay just for leaderboards only.

@kronetgames - true game dev enthusiasts!
web: kronetgames.com
10-21-2014, 04:53 PM
#10
Joined: Oct 2014
Posts: 14
If you can separate android and iOS, you may give NextPeer a try