S
solarcrispz
Guest
Hey guys. After figuring out all the little quirks of porting my buffers and what not to html (html doesn't seem to like float buffers), I got a local browser client (the one gms2 provides with the play button) up and running and connected to a host client version of my game.
But I'm noticing when I try connecting to the server while playing my browser client hosted by itch.io or game jolt, it doesn't seem to connect to my host. It seems to not even make an attempt to connect, instead just eliciting a failure to connect immediately after I prompt a connection.
I figure I'm missing something obvious; I assume it has to do with http security protocols or something to that extent.
What would be an even more obvious pitfall is the fact I'm connecting the working local browser version to my local IP address, so could this just mean I have to look into proper port forwarding / hosting what not?
How would I implement that for a platform like itch.io?
What are my viable work arounds? As mentioned, a local gms2-driven version of my browser client seems to connect just fine.
Thanks for any help. I'm an absolute novice to this kind of stuff.
But I'm noticing when I try connecting to the server while playing my browser client hosted by itch.io or game jolt, it doesn't seem to connect to my host. It seems to not even make an attempt to connect, instead just eliciting a failure to connect immediately after I prompt a connection.
I figure I'm missing something obvious; I assume it has to do with http security protocols or something to that extent.
What would be an even more obvious pitfall is the fact I'm connecting the working local browser version to my local IP address, so could this just mean I have to look into proper port forwarding / hosting what not?
How would I implement that for a platform like itch.io?
What are my viable work arounds? As mentioned, a local gms2-driven version of my browser client seems to connect just fine.
Thanks for any help. I'm an absolute novice to this kind of stuff.