Online mode in fighting games

Posts: 1
Joined: 2015.04
Post: #1
Hello. Smile

I've programmed a 2D fighting game with an online mode, using peer to peer connection. But players complain that the host has a huge advantage over the client when it lags. So I was wondering what was actually the best solution. Should I simply add a delay on inputs for the host, proptionnal to the ping, or make the game slow down proportionally to the ping? What do you think works best in the fighting games where the online mode suits you?

For my part I don't like when the hit is delayed, I prefer when the games slows down and everything stays synchronous, but I'd still like to hear the views of other programmers. The best is probably to do both : using a delay for the host, and if the ping is lower than a certain value, the game slows down.

What do you think?
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Posts: 1
Joined: 2015.06
Post: #2
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