network

  1. M

    Legacy GM Networking

    Hi. I'm actually working on a multiplayer game on Game maker studio v1.4. I have seen many video to understand the networking system on game maker but i don't understand some things. I don't understand what is a socket or socket id. I think that it is a way to send or receive data to my clients...
  2. The-any-Key

    Asset - Extension Multiplayer Add-on for YoYoRPG

    You are not alone Demo (exe): https://drive.google.com/open?id=0BxE4k4xEiNO2UFZKcjREUFJvN0E This is a add-on for yoyo RPG. This will add LAN multiplayer features to the yoyo RPG engine. WAN (Online) multiplayer is also possible with this add-on. Read more about online in the info link. You...
  3. V

    Do i need to have pro version of gamemaker to do networking?

    Hello, i have lite version of game maker, do i need to buy it to do networking (multiplayer), thanks in advance :D
  4. BMatjasic

    Windows Problems with nested ds_ structures

    Hello everyone! I am currently working on a networking engine, which I've been pretty successful, until the recent update I've made. I am trying to store a map inside global.sessionList, which is stored and later found by any of the search scripts I've made. But when I've created another list...
  5. R

    Illegal Buffer Index error

    I'm trying to get networking to work by following a tutorial online and have run in to a bit of trouble. I'm trying to send the players movments to the server using this script called from the step event. buffer_seek(buffer, buffer_seek_start, 0); buffer_write(buffer, buffer_u8, KEY)...
  6. Marcos Ferreira

    Legacy GM Network working only locally and error treatment

    hi devs! Anybody could help me with this situation? I tried to find something about on google and here, but no success. How to make my multiplayer game works online, only work with local ip or lan, i think this is a port fowarding question, but i set up my router and dont have success with...
  7. MilesThatch

    Testing Networking game. Second IDE throws errors when first one saves

    I've done a networking project a year ago where I had 2 IDE open and I did not experience this issue: Networking project open in game maker, game is a server and client built-in. It's clearly a feature in the GMS - when I save in one instance, the other instance updates the files. You could...
  8. N

    UDP packet reliability with packetID and bitfield

    I'm working on packet reliability over udp. I'm using packet ids and bits to make this happen. Everytime i send a packet i increment the packetID by 1. This is kinda complicated as i have not worked with bit operations before. Every time i recieve a packet i add the packet id to a queue which...
  9. Roa

    DS_list over network

    I have ran into a problem and I can't seem to figure out why nothing displays right. I have two objects, a client and a server and both transfer to a room as a waiting lobby. Upon connection I immediately send the players name to the server, the server stores that in a ds_list, then the server...
  10. G

    MQTT support

    First off, sorry if this is posted in the wrong forum. I looked through each forum trying to decide where to ask this question and hopefully correctly decided on this one. Please advise if I am incorrect. I would like to be able to use the MQTT messaging protocol with network connection. For...
  11. Imperial

    Legacy GM GMNET - HTME Error

    I use GMnet I get this Error when I run the game ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Create Event for object game_player: Unable to find any instance for...
  12. J

    Legacy GM Send char* over network_send_udp()

    When sending information over my LAN to my server (c++) by building up a buffer, and using network_send_udp(), I cannot interpret what comes across. The server is set up to read in a c++ char* type data, and I would like to be able to send a string (or numbers) that can be interpreted correctly...
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