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  1. neoharry10

    EOS with GMS2

    Hey has anyone tried EOS (epic online services) with GMS2? It is even possible?
  2. SirCaliber

    GML [NETWORKING] Any way I can implement a direct peer-to-peer connection with UDP without port-forwarding?

    I read somewhere that when creating a UDP connection in GameMaker, it automatically temporarily opens up a port on both clients and sends packets through that port. Is this true? If not, any way I can set this up without needing a master server?
  3. cliftonbazaar

    Job Offer - Programmer {FULFILLED} Networking code in GML, PHP & mysqli

    G'day all, I have a program that needs a few advanced features completed and also some code that transfers data between the game and a database - this is to be done with the programming language of PHP and mysqli. If you are interested then please send me links to previous examples of a...
  4. descrubb

    Supporting IPv6 (Specifically for Mobile Networking)

    Hello... I am looking into creating native extensions for iOS and Android for the purpose of mobile peer networking. I understand that IPv6 networks are unreachable, to an extent, from IPv4 networks and since, from what I've seen and heard, much of mobile network space is "IPv6 only" which is...
  5. ricardo1996

    Asset - Scripts BNET NETWORKING

    BNet is somewhat of a modular networking asset. After testing other assets and google play in particular, I've decided to give networking ago. Features such as account authentication, leaderboard, chat, sync objects, cloud saving, and more are handled for you, via a simple java server. By no...
  6. BlockCabin

    SOLVED UDP Hole Punching Help

    I want to create a peer to peer game like risk of rain. I'm pretty new to networking, but I really wanna learn how to do this. I don't know how to hole punch, it's that simple. I just do not. I think I get the general gist, but I have absolutely no idea how I would actually pull it off. From...
  7. WanSou

    GML How To Properly Disconnect A GML Client From A Node.JS Server

    Hey, i am trying to disconnect a gml client from a node.js server but whenever i try to disconnect it by using "network_destroy()" the node.js server crashes and returns " Error: read ECONNRESET " Which from my research is because the connection was abruptly disconnected so... how do i...
  8. WanSou

    GML Node.JS Server Receiving "Random" Data Inside Of A Buffer

    Hello, I am trying to make a server in Node.JS. But whenever I sent a buffer from the game maker client the Node.JS server is receiving "Random" data and the real data and I don't really know : -if its the issue with Node.JS or Game Maker -what is this additional data that the server is...
  9. harambe1

    Job Offer - Web [CLOSED] Cowbelly Studios is in need of GMS2 Networking guy

    Hi guys! So I found myself lucky enough to be the lead dev of a new game by Cowbelly Studios. The web version of the game is almost done, but we're not stopping there. Cowbelly wanted to continue development into iOS and Android stores, and we are in need of a guy who has experience setting up...
  10. R

    [SOLVED] Can't access my game via the internet

    Hey everyone, I've been following a tutorial by Wizirdi about making a online multiplayer gamemaker game (Multiplayer Networking Tutorial) and I can't connect to the server from outside my LAN. It does, however, work within my LAN if I type my local IP address on my laptop, while my desktop runs...
  11. kalzme

    Is network_destroy() the proper way to disconnect from a TCP connection?

    I've set up a simple nodejs server and a GMS2 client that connects to it. It seems to be able to connect properly, however, when I disconnect using network_destroy(socket); the nodejs server errors saying read ECONNRESET. This error indicates that the client abruptly closed the connection...
  12. huenix

    Multiplayer Player Specific Objects/Layers with Networking Server Client issues....

    Hello..... i am making a multiplayer board game or sorts. What is done/working: -server/client buffers passed back/forth between each player (movement, sprites, etc) What I can't figure out and trying to do: -Player "A" and "B" are standing next to each other, both next to a room, with a...
  13. ManiacCoder


    I have been a little curious about Networking in GMS2. I have watched tons of tutorials on it, but I didn't quite get the picture... and when I tried to do networking, the entire game just crashed. so umm... and explanation on networking would really be helpful since I have no idea what I'm...
  14. 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...
  15. jackrucel

    Is it possible to change a Socket ID or chance how GameMaker generate Socket ID?

    Hi every one, I would like to know if is possible to change the Socket ID or change how GameMaker generate Socket ID for a server conection. I have a network_create_server() and a network_connect( ) on a separated project,a Server and a Client, every time a client connect to the server, the...
  16. M

    Question - Code async_load "ip" truncates ip address

    Greetings, I have been working through understanding networking, and doing so I made a little script that shows me the connection information of the clients. As a network engineer by trade, I like to see this sort of thing. One thing I noticed was when a client had a long an ip address, where...
  17. andev

    In what circumstance is 'size' in network_send_* ever not buffer_tell(buffer)?

    As the title asks. Why is it necessary to state the size of the buffer when sending a packet? When would you ever use a different value (and what happens if you do? I assume it crops the buffer but then again?)
  18. 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...
  19. Jihl

    Question - Code non_blocking_connection bug

    Hey there, I am using GMS 2 networking system to make an online game, but it fails to connect every so often, in a random manner. I use the configuration: network_set_config(network_config_connect_timeout, 3000) network_set_config(network_config_use_non_blocking_socket, 1) This is the message...
  20. M

    Followed networking tutorial, getting same issue

    buffer_read argument 1 incorrect type (undefined) expecting a Number (YYGI32) at gml_Object_Server_NetworkingEvent_1 (line 47) - buffer_read(buff, buffer_string) Happens, when I try to read from a buffer, called buff. How to resolve it?