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Making Servers And Online Games

Creating a PSP Lua Online Game Server?

Ok, so... (get ready...)
I'm using LuaPlayer6.6 on a PSP 1000 (5.50 GEN-D3 Full)
I have made a working Adhoc Multiplayer game. All it does is send and receive strings, and my custom decoding functions do the rest.
I want to make it online.

Now, Im having a bit of trouble defining what I need...
-Socket Programming Knowledge (Not really enough, but good enough to send and recive data)
-A game to work with (Got it :P)
-2+ PSPs (Got it)
-Internet (Got it)
-A Server (Umm, that's why I need you....)

What kind of server do I need, in order to send at least strings across the internet in real time (no saving it to a file, and sending the file, no,no,no!)
Do I need to send HTTP Calls, or can I just send the string?
Do I need to be able to rip apart the HTTP Call to get my data out again?
Do I need to host it on my computer, a website, or a special hosting program?
Can I program one myself in Lua, or something simple in C++/Java?

Please, I need a guide, an example, something to work with! I have no clue where to go from here.
If you need more info, I can try to give some more details, but Its simple what I want to do:

PSPa --> Sends String --> Server Receive --> Server Forwards String to PSPb --> PSPb Receive form Server.

Please help me D:

How do I create a private server for a online game?

Hello Bryan.Short answer: no.Long answerThe answer to your question: the licensing documents.1 ******************************Is it possible to create my own private server by obtaining an .apk file and then modding it afterwards? Its an online game but I just want to play around and make my own server for myself.******************************Technically it is possible. But the .apk file is not what you need as this is the client to be installed on the Android device, not the server applications (the game components) running on the Linux/Unix/Windows servers.2 ******************************What tools or skills do I need in order to do this?******************************System administration skills (Linux, Unix or Windows depending on the server OS and the applications). If you will install the server applications for your use only, you need basic networking skills (extremely basic - the basics of the basics kind). You will need some application and some database troubleshooting skills, generally.Conclusion: system administration skills, a bit of scripting might be needed.3 ******************************Also, is this legal?******************************Licensing, licensing and licensing. As a rule: for commercial applications (games included) the license allows you to use the application, it strongly forbids you to reverse-engineer it or to change the intended use of the application. In the vast majority of cases it is not legal what you request because you need to understand the requirements of the applications and if you do not have the technical documentation available legally, you need to see what is in the “code” which might be the first interdiction specified in the application licenses.

Why don't game publishers host their own online servers so gamers don't have to pay for PS Plus or Xbox Live?

I’ll address the elephant in the room first. Game studios have hosted and do host their own online servers and always for PC versions of their games. When they do host their own services, they generally charge for access to it. The charges may be in the form of monthly fees, add-ons or DLC. The servers don’t pay for themselves, so even if the ‘basic’ version of the game doesn’t charge a network fee, the game studios tend to hide those fees somewhere: in the game cost itself or in additional fees to open up other parts of the world.PS Plus and Xbox Live are networks hosted by Sony and Microsoft, respectively. These networks are simply networks. Meaning, the gamer is merely paying for access to these networks. The game studios still have to supply their own servers to host the multiplayer portions of the game. When you develop for Xbox or PS4, you have to use these built-in network for your games. You can’t go around Microsoft and Sony and do it yourself as Microsoft and Sony don’t allow that.As a result of that forced compliance, game studios don’t typically charge extra when Xbox Live or PS Plus is involved because what gamer would pay twice to access a gaming network? Once for Xbox Live and once for the game server itself. Very few would pay that. If the game developer wants to put their game onto the Xbox One or PS4, they have no choice but to use the respective built-in game networks.As for whether you pay on iOS for game network access, that’s entirely up to the game developer. If you’re thinking of Pokemon Go, Niantic actually bit off more than they could chew. Their servers went down more than once due to user overload and they had to invest in a whole bunch more servers just to keep Pokemon Go online. Setting up all of that extra capacity wasn’t cheap for them. I’m guessing that Niantic probably wishes they had charged for access to their network just about now. I’m pretty sure in the future, Niantic will start charging.It’s still early days for iOS as a game platform, so I’d full well expect Apple to build out a for-pay gaming network not unlike Xbox Live and PS Plus and charge a similar price. Once Apple does, Android will follow.

How do I make a conquer online private server?

look..go in here:
http://www.elitepvpers.de/forum/co2-guides-templates/180540-guide-easy-conquer-private-server-set-up.html

thats a guide of making a easy private server..hope i get 10 pts and stars..i made 1 server with that guide and worked 100%..bye

I want to make an online game. How should I begin to learn about server networking and setting up my own server machines?

In case you can use Google App Engine or Microsoft Azure Cloud, you do not need to know much about the server side. And even when you use some virtual private server service, they often have pre-installed simple server stacks like LAMP or MEAN. In the worst case scenario you have to learn linux a bit. But there are step by step tutorials for literally everything. So your mine focus and stay on programming. Keep everything as simple as possible. Finishing even a simple game is always a laborious  task. When it's done, you can always release version 2 with more features.

How do multiplayer online games work? Do the coordinates of every object in the game get constantly transmited over the network?

This is an update of another answer....As it happens, I am trying to write some game networking code right now!Typically most modern games employ a client-server model.There's one authoritative version of the world held on the server. But various tricks are used to make sure the client machines are not waiting on the server before displaying action.Each client machine sends a regular stream of packets to the server, where each packet would contain a simplified update of the player's inputs.  Each tick, the client might send a mouse position, or keys pressed. This is a low bandwidth stream.  Simulation code takes these input streams, simulates motion and resolves them into character / vehicle positions.  This simulation can run both on the server and on the client. Having received the input packets, done the simulation,  the server sends out packets containing an authoritative version of all the client's positions. In most cases this will precisely tally with what the client thinks. These client positions only relate to mobile objects. All the static objects are never updated.From a programming point of view, we need to cope with latency. In the time it takes for the message to arrive, things will have moved.  To cope with latency, server code has to play tricks with time.  When someone shoots a gun, we have to consider what they were pointing at back at the point of shooting, and not looking at the world state now. In the majority of cases, the server packets will reconcile with simulations performed on the client. But when the two disagree, the server's version is considered authoritative.In the client-server model used by Quake 3  - the server does indeed sends back positions for every character every tick.  In some more modern architectures, the traffic can handle more players by updating some clients less frequently.This talk on the networking of Halo Reach describes such a solutionI Shot You First: Networking the Gameplay of HALO: REACH

How can I make my own private server for a game?

Making a privite server is against the rules for most games. And it does depend on wich game your wanting to make a privite server on. The game you are trying to make a privite server on MUST be a game you download to play. You need to zip all the files from the games file. Make sure you have the game backed up. After it's zipped remove any hack sheild or game guards, stuff that keeps hackers out. There should be a file code that contains a script that starts the game in the games file. It's usally called, a "Launcher" or "Starter". Stuff related to that... You'll have to find the file thats like a notpad or microsoft word. When you find it look in it and scroll down the long line of words till you see, "Game Virsion". From there game the version from what ever the number is, to "0.0.0". After that look for the, "Open Source" tab. Change the open source code to you internet net. "Whoever's internet is typed down it will be the host. You should be the host for your own privite server. The more people in it the more lagy it will be." And now. After all that good stuff is done you have to extact the Zip. Extracting to the desktop is highly recomended so you dont blow a fuse in your computers memory chip. After extraction, Run the game normally. All servers should be empty and the game should be the same as if there were people in it. Which there won't becuase it's a privite server. You will need to have others download your game client in your desktop. If you want them to play on it aswell.

Hope this helps!
-xScrappyKT

How do you make an Massively Onine game like Clubpenguin or Runescape?

Massively multiplayer online games (MMOGs) take on average 5 years, $40 million, and 50+ experienced game development professionals to create. It is not something you should try on your own. If you're really interested in making a MMOG, your best bet is to get a college degree, then apply for a job in Quality Assurance (tester) at a company that makes MMOGs.

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