multiplayer

  1. TheRudolfGaming

    SOLVED Client connecting to the server doesn't see already connected clients.

    Hello. I am currently in the foundation phase of a making a game with multiplayer functionality. But currently I've hit a speed bump and been unable to fix it for the last 3 days. I've made an non-dedicated multiplayer system, where one player hosts the game, and others connect. (Host will...
  2. A

    Second client crash in multiplayer

    I can't figure out why the second client on the server doesn't get the data in the buffer. Error: illegal undefined/null use I'm trying to query the coordinates and status of the player
  3. KyleRansford

    SOLVED Controller Input Using Object Variables Issue

    Can anyone tell me why this isn't working properly? I have made a Player Controller Input object o_input, o_inputP2, o_inputP3 & o_inputP4 with a menu Switch statement so each player can actually choose what slot their controller will be in. I have different modes the menus work in, but this...
  4. kroart

    Released Battle for Hexagon - simple abstract strategy [Android/iOS]

    Battle for Hexagon - it's an abstract logical turn-based strategy game. It has simple rules but still provides you a strategic challenge. You can play with an AI or online with other players. Key features: Simple rules Clear visual style Random map generator Multiplayer battles Different game...
  5. Bulldrome

    Local Multiplayer Help

    Hello I'm nearly finished with this little space ship arena game I've been working on and I just need to implement local multiplayer and I'll be just about done. I currently have 4 ships each with 4 colors set up on a character select screen of sorts but I need help setting up the controls for...
  6. D

    GMS 2 Losing connection after changing levels

    Like the title says, both players lose connection when I change rooms. Before hand, I'm new to networking and I'm spawning both of them on a setup room to verify if both players are working correctly. However, going to the first level makes the buffers not reach the host and the clients. I've...
  7. Alex

    Windows Detritus WIP [BETA, Turn-Based Online MP]

    For the past month or so I have been working on a turn-based platformer with a destructible terrain, much like the original Worms (1995). I wanted to create a small game which had online multiplayer capabilities, a game that does not require an account to play online. I originally had the idea...
  8. KyleRansford

    GMS 2 How to "Reserve" a Controller Slot for Player 1?

    I have my game setup where if there are more than 1 player, they can each use a controller. But, how would I "reserve" a controller slot for player 1? Since the way I currently have it working is, that in 1 player mode, the 1st player can use either the keyboard OR a controller. But, because of...
  9. Pelican Police

    Multiplayer with no portforwarding or server. Only two or more clients directly connecting to each other

    So after seeing that other topic, I decided to test UDPHP. TL;DR, you can circumvent the need for a server if you just connect two sockets together. And holy crap, it works... 99% of the time... But what I'd love help with, is checking how often this works in the real world. Because there's no...
  10. D

    GMS 2 2 player dynamic zoom - Help

    I am working on a 2 player platformer. I want my two characters to be seen in the camera and to zoom in and out according to their x distance //Zoom// Adjusts the camera size perfectly. //Tracking// Centers the camera position perfectly. But both together mess up the centering... Everything...
  11. WimpyLlama

    Questions about multiplayer security and server speed

    I'm making a PVP/Tower Defense multiplayer game in GMS2 and I'm wondering how secure it is. What I mean by that is, if I store something like, for example, how much damage a weapon does on the client-side, is it possible/how easy is it for a hacker to hack the client and change that value to...
  12. Hyteel

    SOLVED Massive lag in multiplayer

    Hi I have been working on a multiplayer system for awhile now and decided to make a server based system where the calculations are being handled by the server. This has caused the lag and response time of the game to drastically increase and I can handle collision server-side this way. But after...
  13. Bukmand

    Asset - Project MMO Engine

    Test the project: https://bukmand.itch.io/mmo-engine-gamemaker-source-code Features: Keyboard press networking send, instead of every frame. Server sided moving enemy. Global chat. Player vs player Coordinations are updated every while if any problem happens. Smart double login protection...
  14. TheMiningBoyAlpha

    Alpha Konotsu Gunner

    This game is a 2D sidescroller, with online pvp and an offline sandbox. It will support Windows and HTML5 (The two only working builds as of now). With plans for it to be exported on Linux also, and a Nintendo DS port being programed by Robz8 of https://gbatemp.net/. The link to the...
  15. FoufaDjo

    GMS 2 HeartBeast networking for more then 2 clients?

    is there a way to add more then one player to the server like a player host server select player then the other can join so like the host send his player creation stats like color and class ect and the server creat the object something like that i saw HeartBeast Networking for Beginners! and...
  16. Adrien Dittrick

    HTML5 Stake the heavens: a mini MMO about solving occult mysteries

    Play the game here on gamejolt: https://gamejolt.com/games/staketheheavens/453746 What is this? "Stake the Heavens" is a multiplayer online game where you play as a familiar (or group of familiars) summoned to solve a dark mystery surrounding a peaceful village in a forest. One of the...
  17. W

    Steam remote play

    Hi all, I’m in the process of applying the steam sdk to my game and I noticed that we are advised to use version 1.42. Recently steam announced with their latest sdk that remote play is now possible. My game features split screen and I was always disappointed that I couldn’t figure out how to...
  18. R

    Windows QEngine

    test
  19. O

    GMS 2 Sending a map via internet.

    Lately I've been dabbling a bit in multiplayer coding and now I've come to a point where I'd like to have some help. The basic idea is that I generate a random map of 1024x1024 destroyable tiles. Now what I'm wondering is how to transfer this map to the players. The option that makes most sense...
  20. zacharyandrews

    Windows Competitive, Action, 2D, Steam-bot, Multiplayer Arena Brawler

    After roughly 2 years of casual development between 2 people, finally released our first title into Early Access on Steam :) - Nation Breakers: Steam Arena is a frenetic 2D, steam-punk, Arena Brawler. Great party game for 2-4 friends or try your luck at the single-player "Arena Run" mode...
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