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udp

  1. U

    What's the most clever way to do it?

    Hello everyone. I have multiple machines broadcasting packets through UDP to each other on my LAN. I want each machine to be able to read the packets the other clients send, but ignore the ones sent by itself. What's the most clever way to do this? The only way that comes to my mind is check...
  2. U

    Legacy GM Multiplayer LAN lobby?

    Hello everyone. I'm trying to build a multiplayer LAN lobby engine, that works as so: the server (host) broadcasts its IP to everyone in the LAN (presumably through UDP); the clients that want to join a session receive the server's IP; the clients connect to that IP now through TCP. The...
  3. K

    Windows Problem with sending UDP

    Hello, firstly sorry for my english. I am creating app which will send udp message to my microcontrolers, i get this code. socket = network_create_socket(network_socket_udp); remote_ip = "10.10.1.55"; remote_port = 55838; var wiadomosc = "tak"; send_buffer = buffer_create(15,buffer_fixed,6)...
  4. Freddy Jones

    UDP "Essentials" Extension Proposal

    "Twitch Based Multiplayer Game" - Street fighter IV Have you ever dabbled with Game Maker's UDP API, or UDP at all? If your experience was like mine, you were probably daunted by all the things that weren't included. Things were simply missing from the experience. Sure, I was able to eventually...
  5. Anixias

    Legacy GM Using TCP and UDP at the same time

    Now, I'm already aware of what I should probably do. Have a TCP socket that the clients use to connect to the server and send information that needs to be reliably sent, and also have a UDP socket that they send pretty much everything else through. Well, my game is 100% UDP at the moment, and I...
  6. Anixias

    Legacy GM Better Way to Sync Object Destructions in Multiplayer

    Currently, my method is to have the server send a list of all objects close to a client twice per second. I don't like sending lists of objects, and I am about to see how this effects performance: buffer_write number of objects near the client loop through them writing their IDs client...
  7. A

    UDP Send Error

    Hello! After a full week of programming I successfully finished networking for my brother's Christmas present, only to wake up to find out that the server wasn't working like it was the night before. The data is being sent from the client and the server is reading it just fine, however the...
  8. A

    [Solved] Holding large sets of data that are replaced as new data comes in

    Hello! In my game I need to relalign incoming UDP packets. My client gets 30 UDP packets a second, and the client has an interpolation period of 3 packets (aka the client displays information 3 packets ago to interpolate the movement of characters). Also, packets could come out of order or be...
  9. S

    Networking Series on YT

    Dear all, I have started to make a YouTube networking series, please check it out, subscribe and leave a like! Link here Thanks, SebtheDev()
  10. O

    Legacy GM Max connections in UDP networking

    When you create a udp server in game maker, you still have to define the maximum number of clients: network_create_server( type , port , maxclients ); I've always just put 32 in there and not questioned it, but is this value ignored for UDP? Or does it still do something that's perhaps...
  11. M

    Networking send information to client via udp

    Hello everyone, I was looking through the documentation for network_send_udp and it said that it was used to send buffers to a SERVER, I was wondering how I would go about sending information from a udp server to a udp client and if you can connect (udp) using the network_connect function...
  12. P

    UDP datagram is not being received by the client

    Hey, I am making a multiplayer top down shooter game. I am facing a problem where the client cannot receive any UDP datagram. The client first sends a package this is being received by the server. Server then resends data through the port I harvested from "ds_map_find_value(async_load, "port'')"...
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