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Asset - Scripts UDP Multiplayer Framework. GloomyNet

Discussion in 'Marketplace' started by gloomytoad, Oct 4, 2018.

  1. gloomytoad

    gloomytoad Member

    Joined:
    Jun 10, 2017
    Posts:
    24
    Hello,

    I have just released GloomyNet into Beta.

    GloomyNet is being developed as a "base" framework that handles connections over UDP and provides you with a simplified data serialization method. My biggest goal for GloomyNet is to provide tons of documentation + tutorials showing you how to use it for various needs. I have started a Client / Server tutorial series on my channel that will show how to build a top down space shooter deathmatch game. After this series is complete I will do one on developing a Peer 2 Peer game using GNet.

    In addition, I will be releasing "Modules" built on GloomyNet. For example I will include a framework for Client / Server and P2P. These will contain tools for helping with interpolation, host migration, and client-side prediction. I would like to get Lockstep running as well on the P2P side for those of you wanting to do fighting style games.

    Get It Here:
    https://marketplace.yoyogames.com/assets/7416/gloomynet

    Client / Server Tutorial Series Here:
     
    Kanugane likes this.
  2. Kanugane

    Kanugane Member

    Joined:
    Sep 20, 2018
    Posts:
    29
    And now, that I've been wondering about networking in GMS, you suddenly strike down us with a tutorial(s) exactly on this subject. Keep it going and thank you!
     
  3. Mert

    Mert Member

    Joined:
    Jul 20, 2016
    Posts:
    416
    I will tell you one tip, that makes this asset sales hundreds and hundreds : Nobody likes servers made with Game Maker.

    Provide a server based on C#, Python, Cpp or Java and watch your asset selling like street hotdogs
     
  4. gloomytoad

    gloomytoad Member

    Joined:
    Jun 10, 2017
    Posts:
    24
    Hehe, I have put some real thought into it not going to lie. It would take a lot of time and be very difficult. The issues is that doing that essentially means developing
    GameMaker in one of those languages xD I would need to program all the physics related functions of GameMaker in another languages, and they would need
    to work exactly the same way. :/

    Very difficult.. but maybe one day I will give it a shot.
     

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