i'm trying to read a received tcp packet from custom c# server. i copy the code from an officiel example (NetworkDemo) i'm stuck on this for days now. all that's happening is the server sending a packet containing a message and i'm trying to read it and flash it to the debug console. here is the...
I have a simple client and server set up going on. The client will attempt to connect to the server in the step event. However, I've found that if the client fails to connect to the server on the first try (e.g. I turn the server program off), it will never be able to connect to the server even...
I have an extremely basic network set up, but the client does not seem to want to connect. I have two game maker programs running on two computers connected to the same wifi. I am using teamviewer so that I can work off one computer.
The first one has an client object with this in the create...
For a LAN game im working on, i have the following network setup:
- client & host in 1
- both client and host have:
UDP server, at port X
UDP socket, at port Y
so, X and Y are the same for everyone. Both parties are intended to be able to broadcast & listen to broadcasts, therefore a UDP...
I'm looking for good LAN tutorial, but can't find any. I try to understand the one with GameMaker studio, but contains so mani variables and jumpings between instances, i can't follow or reproduce. I want simply create a server, and broadcast, and the clients see the server, but nothing...
Game Maker: Marketplace
Cross-Platform (Except for HTML5)
Networking can be hard and time-consuming, especially for beginners.
ZNet is a lightweight, cross-platform, networking framework for making multiplayer games a lot easier to create!
The main focus when developing...
I am attempting to work on a game on my desktop using my laptop by way of opening the game file up over a home grouped link. I can run the game, but it seems to be very slow to start and almost all of my sprites haven't loaded. Is there a reason for this? I notice because the sprites aren't even...
Primal category: Extension
FTP Client Now you can connect to a FTP hosting to upload and download files.
This extenison contains a...
GM:S Only allows creating a server that's either communicates using TCP or UDP and I was curious if it's possible to do both? And if not, would it be practical to create two network servers for a server program that handles both?
(I'm basing the above off of this method...
I'm having a bit of difficulty trying to understand how to get a python client to communicate with a server on a gamemaker program I'm creating.
I did get python to connect to the program but if I try to send any data, the console in GMS 2 says "Error: Login failed".
This is what I'm doing to...
Sorry if this has been asked before, but I couldn't find anything on it in the forum.
Exactly what would constitute an "acceptable" kbps usage for a networked game in GameMaker (up and down)?
I've never done network programming before, and figured I'd jump back into GameMaker and try to give...
Hey guys, its been a while since I posted on forums (my pc broke and couldnt work :|)
Is there something similar to zookeeper config or mongo db integration or something for GM Studio. The requirement here is:
1. Store some predefined constants online which can be easily accessible and...
I am trying to implement OSC receive in my game with the help of this excellent work from hryx here :
I am struggling to make it work and can not see messages I am sending from my phone...
First I set the same WIFI network for both computer and phone. OSC host...
I keep getting this Error
action number 1
of Async Event: Networking
for object control_client:
Attempting to read from outside the buffer, returning...
I have been unable to open GMS2 over the last week. I have done a fresh install several times, and the issue still continues.
It's stuck in some sort of authentication loop. GMS2 is not blocked on my firewall, and should be connecting fine. I also am not using the wrong login data. This is what...
I'm trying to use async_load[? "socket"] for network_type_data, but it returns undefined every time
however, async_load[? "socket"] works fine for network_type_connect and network_type_disconnect
I simply need a way of keeping track of who the data is coming from
I want to create a simple server. But it's function never works on the first try, no idea why..
var networkType = network_socket_tcp;
var port = 50000;
var maxClients = 32;
var bufferSize = 1024;
var bufferType = buffer_fixed;
var bufferAlign = 1;
server = network_create_server(networkType...
I´ve been searching for network tutorials all over but I can´t find one that has a all-in-one server example.
My project is a basic 2 client game where one of them will be the server.
I already managed to make communication between 2 clients and a server separately. Running 3 separate...