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OFFICIAL Tech Blog : Introduction to Networking with GMS2

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Lee Chisholm

Guest
https://www.yoyogames.com/blog/446/introduction-to-networking-in-gamemaker-studio-2



"This tech blog is a revision of the Introduction To Networking blog post, only updated for use with GameMaker Studio 2. In this blog we're going to give a brief overview of what networking is and how it can be achieved in GameMaker Studio 2. It is worth noting that to accompany this tech blog you can get a simple LAN Platformer Demo from the YoYo Games Markletplace. This demo shows the concepts that we'll discuss being used in a real game for you to study and learn from."
 

True Valhalla

Full-Time Developer
GMC Elder
Great post. I wish GMS networking wasn't so LAN-centric, though.

There are so many additional challenges to solve, such as hosting a GMS server, when you want to experiment beyond LAN support. Of course, you shouldn't be using a GMS server for a serious commercial product, but it's a huge jump for networking beginners to write/host their own server in another language & interface with a GMS client.

Being able to quickly setup an environment where 10-20 players can connect to a live server would be amazing, and you just can't do that with GMS easily. Anything beyond LAN is reserved for the top 0.01% of users even working at a small scale.
 

BMatjasic

Member
It would be wonderful if GameMaker could support multi-threading or perhaps to run in a console without using graphics. That could be way easier for people to implement multiplayer in their games because writing a server in other programming languages can really be a struggle for a lot of Gamemaker users.
 

JeffJ

Member
I suggested headless mode way back when GMS2 was still on the drawing board. It got declined back then, and I don't see it ever really happening. It just isn't a priority. But I hope to be proven wrong, as it would take a huge step towards actually making GM a viable tool to write your own server in.
 
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