Depending on the level of traffic and how you designed the data structure(*coughs* see above) yes you can. Your first post stated you were making a MMORPG... atleast you were asking questions related to it... not to as you now state "a little online game"... so depending on the number of connections then sure just use tcp/ip.. if you will only having like 8 or so players connected in a peer type environment then Tcp would more than suffice. If youre doing a MMORPG with a central server and several hundred of connections you will not want to use tcp.
For "a little online game", then yes you could use both I suppose if you wanted to. Keep in mind you would be dealing with two completely separate connections at this point.
You can use the faster UDP for things that can afford packets to be lost, such as player positions etc. But for things that require 100% assurance that the message gets there in order you can use tcp. Id strongly suggest using a network library though. I believe there is BlitzPlay pro that uses blitz, aswell as external libraries such as Raknet and K-Net.
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For "a little online game", then yes you could use both I suppose if you wanted to. Keep in mind you would be dealing with two completely separate connections at this point.
You can use the faster UDP for things that can afford packets to be lost, such as player positions etc. But for things that require 100% assurance that the message gets there in order you can use tcp. Id strongly suggest using a network library though. I believe there is BlitzPlay pro that uses blitz, aswell as external libraries such as Raknet and K-Net.
... omg ...