Description

GMnet ENGINE (previously called HappyTear Multiplayer Engine PLUS)

JOIN DEVELOPMENT: https://github.com/Parakoopa/GMnet-ENGINE

The HappyTear Multiplayer Engine allows you to create multiplayer games easier than ever before!

It works by using the main concept of Game Maker: Objects. You just tell the engine what Objects and Variables to sync.

Do what you do best: Create games!
Don't worry about the communication between client and server. Create a multiplayer platformer in less than 10 minutes. Simply tell the engine to sync the position and the inputs and you are done.

Licensed under MIT.

A list of features can be found in the images above or here:

More info

End User Licence Agreement (EULA).

Changes in 1.3.1

GMnet ENGINE 1.3.1

Fixed compatibility with newest GameMaker versions and fixed minor things. GMnet PUNCH is now disabled by default Display warning when usng default Gamename

For all changed files see here: https://github.com/Parakoopa/GMnet-ENGINE/compare/core-1.3.0...core-1.3.1

Version 1.3.1. Published October 10, 2015

Created with GameMaker: Studio v1.4.1657

Age Rating: 4+

Average Rating

Your review

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Anonymous 25 April 2017

Please help!

I really want to use this tool but i encountered a problem! Can you help pls? I get this error when i try to run the gamemaker file. Error in Script 'htme_serverStart' at Line 28, Position 24: Unknown function or script: network_create_socket_ext


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Anonymous 09 April 2017

freezes

it freezes if you create/join server


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Robert R 24 March 2017


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jackyattacky 2 23 February 2017

i need help with error code

Error in Script 'htme_doSignedPackets' at Line 42, Position 53: Symbol , or ) expected.


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Anonymous 17 February 2017

it is perfect


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Magic Y 11 January 2017


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Anonymous 07 December 2016

Genial

Me gusto mucho.


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Anonymous 06 December 2016

Fantastic!

Clean, simple and easy to learn. I highly recommend this for any Multi-Player games.


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Ever m 07 November 2016

Is not working for OS ANDROID!!

I create a virtual key button for testing in OS Android but say connecting... later close

:(


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Emrecan Ö 30 June 2016

GREAT!!!

Great. So useful


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Toon L 18 June 2016

Please Reply, :(

i cant play the game i made because of gmnet_engine_130, can you please tell me how to fix this so i can use this....


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Jonathan D 31 October 2015

Unreliable :(

Even in the demo project its VERY easy to get separated on screens due to lost packets so you can stand on one platform while being on another on on the other screen.
I've spent a lot of time working on a multiplayer project only to come to accept that this game is too inaccurate for any sort of action game. Maybe I'll make a game like chatchat?


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Anonymous 24 October 2015

I've got an error...

In htme_doSIgnedPackets "ERROR at line 42 pos 53: Symbol, or ) expected."
There's nothing of my knowledge that I can do here... Help, please?


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Timothy R 22 August 2015

Not quite sure what to say ...

Well, you get a LOT for the money. Great concept, well documented, and supported by the developer. If you are really scared of learning very basic networking concepts, this may be the way for you to go. I went the route of investing a little time in reading the information on Networking functions and buffers in the GMS manual and was able to develop my multi-player game,

This review was left for a previous version of this asset.


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john b 19 May 2015

Not very reliable

While it's easy to add, and obviously a lot of work went into it, it's very, very inaccurate even when tweaking the tolerance and sync rates. Even with minimal network use to avoid lost packets and and checking through-put, the packet loss is abismal on UDP, and this is on Loop-back and internal IP. The method of checking to see if a packet is received is not that clean. It's much slower than proper TCP (which can send/rec mutply times and aknowledgements within millsecs) as it relies on game makers step event speeds to aknowledge and send, leaving 3-4 frames of complete d-sync that is unavoidable.

With no way to retrieve time of packets outside step and no implemented network interpolation, it's not uncommon to slam a few keys rapidly,or run into a wall and see the same player on both windows on complete opposite sides of the room. You will always see snapping

There are places to use UDP and TCP, and it seems there is a lack of harmony here between the two. All UDP doesn't work

This review was left for a previous version of this asset.


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Anonymous 15 May 2015

Great, with chance to improve

I played around a bit and got most of what i wanted from, but ran into 2 problems. Went back to the original file and tested the demo, which showed me the same problems. 1 - Android can be a server but i cannot see any LAN server on the Lobby, therefore cannot connect an android to a windows server. 2 - Sometimes when you connect more than 1 player and then 1 player leaves, the server crashes (mostly regarding the playerlist drawer obj). I really wanted to connect android clients to a windows server... oh well..

This review was left for a previous version of this asset.


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Anonymous 26 March 2015

Pretty good, missing some stuff

Engine works well accept that you cannot join LAN games from the lobby and THERE IS NO WAY TO PROPERLY QUIT A GAME. Not sure how that one got through. You literally have to quit the game and restart it to reset the engine, which is not exactly ideal. If/when these are fixed, I will update this review.

This review was left for a previous version of this asset.

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HappyTearParakoopa (Publisher) 10 April 2015

Hi,
this was fixed in 1.2.0


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Anonymous 23 March 2015

it's awesome!

Works very nicely, anyone can explain me how i can implements a bullet ?

This review was left for a previous version of this asset.


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Dylan C 16 March 2015

It's awesome!

It works very nicely, and has great documentation! Only got stumped on a few things so far, but the the support is great! Maybe add a tutorial on how to make a dedicated server for our games?

This review was left for a previous version of this asset.


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Corwin K 07 March 2015

Everything set

Contains detailed documentation, easy implementation, simple and descriptive demo with a tutorial in the documentation and very fast response times with emails. Be sure to pick this up if you want to create a multi player game!

This review was left for a previous version of this asset.


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Oscar R 02 March 2015

Good

It is complicated but the support is very good.

This review was left for a previous version of this asset.

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HappyTearParakoopa (Publisher) 30 March 2015

The newest update now has a lobby! Check it out :)


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Cullen C 10 February 2015

Awesome! :)

I just got the engine and I'm testing it out and adding some of my own features. It's really simple to use! I would recommend this to anyone looking for a great multiplayer engine! Keep up the great work!

This review was left for a previous version of this asset.


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Josh J 02 February 2015

Great

This is a very good starting point for someone wanting to make an online game but has minimal knowledge of Server Scripting. A few extra features would be nice though, like adding a Lobby Room, Fading chat, Server List display room, etc. Overall a 5 star asset though! Great job and please keep up the great work!

This review was left for a previous version of this asset.

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HappyTearParakoopa (Publisher) 08 February 2015

The newest update now has a lobby! Check it out :)


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Frank R 28 December 2014

Great engine has alot of potential in it for more!

I just bought the engine and i really like it so far...

Tried a few things inside the game with one as a server setup and one as a client and later on several clients.

I agree with Andreas M on the lobby part and be able to choose a server with the name and maybe display of players within it with the meaning of not needed to enter a IP to connect with a server.

I just really like the multiplayer part of this engine and works great so far i tested 15-20 min max.

The bonuses are nice but a few pointers...so i'm giving it 4 stars

The chat keeps on displaying the chat of at least 8 lines filling up the screen (maybe make them disappear after 6 sec or so)

Also if a player is in another room and he chats the chat says (Other room): but not the name of the player who is typing that message!

The platform example has a few bugs like only jumping up then the sprite turns to the left and then lands on his side, the multiplayer rooms support is great except chat part then.

This review was left for a previous version of this asset.

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HappyTearParakoopa (Publisher) 08 February 2015

The newest update now has a lobby! Check it out :)


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Andreas M 24 December 2014

The potential is there

Good structure and easy to do advanced things.
You can connect between Android and PC (on the same network but not globally) but gives an error message. Hoping for updates to get it fixed. (Has sent a bug report.)

Feature requests with "Digital Ocean" server:
Lobby with games that you can connect to (or simple way to show client and server ip)

Feature requests in pos sync:
sync phy_position_x and phy_position_y

This review was left for a previous version of this asset.

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HappyTearParakoopa (Publisher) 08 February 2015

The newest update now has a lobby! Check it out :)


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Jake C 14 December 2014

Fantastic Engine

Very well documented and easy to use. Can't wait for future updates!

This review was left for a previous version of this asset.

Package contents

Total size 74.8 KB

Multiplayer - GMnet ENGINE.extension.gmx 12.7 KB Multiplayer - GMnet ENGINE
Assets
datafiles Objects Rooms Scripts
htme_chatAddChannel.gml 734 Bytes htme_chatAddToQueue.gml 1.06 KB htme_chatGetMessage.gml 405 Bytes htme_chatGetSender.gml 429 Bytes htme_chatSend.gml 1.97 KB htme_chatSendServer.gml 2.01 KB htme_cleanUpInstance.gml 1.14 KB htme_clientBroadcastUnsync.gml 817 Bytes htme_clientCheckConnection.gml 1.34 KB htme_clientCheckConnectionNetworking.gml 1.11 KB htme_clientConnect.gml 1.41 KB htme_clientConnectionFailed.gml 550 Bytes htme_clientConnectNetworking.gml 1.57 KB htme_clientDisconnect.gml 778 Bytes htme_clientIsConnected.gml 521 Bytes htme_clientNetworking.gml 4.96 KB htme_clientRecieveVarGroup.gml 4.17 KB htme_clientStart.gml 2.74 KB htme_clientStop.gml 732 Bytes htme_clientSyncSingleVarGroup.gml 3.1 KB htme_commitData.gml 745 Bytes htme_debugger.gml 1.58 KB htme_debugoverlay.gml 3.1 KB htme_debugOverlayEnabled.gml 315 Bytes htme_defaultEventHandler.gml 311 Bytes htme_doChat.gml 1.66 KB htme_doDrawInstanceTable.gml 12.9 KB htme_doGlobalSync.gml 2.07 KB htme_doInstAll.gml 397 Bytes htme_doInstCached.gml 472 Bytes htme_doInstInvisible.gml 415 Bytes htme_doInstVisible.gml 402 Bytes htme_doMain.gml 3.75 KB htme_doOff.gml 679 Bytes htme_doPlayers.gml 3.82 KB htme_doSignedPackets.gml 12.5 KB htme_dotbd.gml 577 Bytes htme_do_createMicro.gml 951 Bytes htme_ds_map_find_key.gml 390 Bytes htme_findPlayerInstance.gml 1010 Bytes htme_forceSyncLocalInstances.gml 2.31 KB htme_getDataServer.gml 1.09 KB htme_getGamename.gml 419 Bytes htme_getLANServers.gml 859 Bytes htme_getPlayerNumber.gml 645 Bytes htme_getPlayers.gml 579 Bytes htme_globalGet.gml 661 Bytes htme_globalSet.gml 1.36 KB htme_globalSetFast.gml 913 Bytes htme_hash.gml 322 Bytes htme_init.gml 9.76 KB htme_initSignedPacket.gml 1.29 KB htme_isLocal.gml 1.02 KB htme_isServer.gml 740 Bytes htme_isStarted.gml 306 Bytes htme_isStayAlive.gml 729 Bytes htme_networking.gml 1.76 KB htme_networking_searchForBroadcasts.gml 2.23 KB htme_playerMapIP.gml 378 Bytes htme_playerMapPort.gml 402 Bytes htme_recieveGS.gml 1.07 KB htme_recieveSignedPackets.gml 8.85 KB htme_RecieveVar.gml 840 Bytes htme_recieveVarGroup.gml 3.71 KB htme_roomend.gml 2.32 KB htme_roomstart.gml 1.2 KB htme_sendGS.gml 3.58 KB htme_sendGSFast.gml 3.75 KB htme_sendNewSignedPacket.gml 3.11 KB htme_sendSingleSignedPacket.gml 1.13 KB htme_serverAskPlayersToResync.gml 959 Bytes htme_serverBroadcast.gml 1.2 KB htme_serverBroadcastRoomChange.gml 2.4 KB htme_serverBroadcastUnsync.gml 1000 Bytes htme_serverCheckConnections.gml 2.41 KB htme_serverCheckConnectionsNetworking.gml 1.44 KB htme_serverConnectNetworking.gml 2.77 KB htme_serverDisconnect.gml 1.52 KB htme_serverEventHandlerConnecting.gml 830 Bytes htme_serverEventHandlerDisconnecting.gml 692 Bytes htme_serverEventPlayerConnected.gml 3.31 KB htme_serverEventPlayerDisconnected.gml 2.31 KB htme_serverKickClient.gml 1.29 KB htme_serverNetworking.gml 3.82 KB htme_serverPlayerIsInRoom.gml 641 Bytes htme_serverProcessKicks.gml 751 Bytes htme_serverRecieveVarGroup.gml 8.62 KB htme_serverRecreateInstancesLocal.gml 3.27 KB htme_serverRemoveBackup.gml 1.26 KB htme_serverSendAllInstances.gml 2.37 KB htme_serverSendBufferToAllExcept.gml 1.53 KB htme_serverShutdown.gml 550 Bytes htme_serverStart.gml 2.84 KB htme_serverStop.gml 709 Bytes htme_serverSyncPlayersUDPHP.gml 1.85 KB htme_serverSyncSingleVarGroup.gml 3.42 KB htme_setData.gml 1.49 KB htme_setGamename.gml 694 Bytes htme_shutdown.gml 813 Bytes htme_startLANsearch.gml 1.66 KB htme_step.gml 3.17 KB htme_stopLANsearch.gml 314 Bytes htme_string_explode.gml 763 Bytes htme_syncInstances.gml 998 Bytes htme_syncSingleVarGroup.gml 6.03 KB htme_syncVar.gml 2.71 KB mp_add.gml 3.38 KB mp_addBuiltinBasic.gml 853 Bytes mp_addBuiltinPhysics.gml 808 Bytes mp_addPosition.gml 787 Bytes mp_chatGetQueue.gml 779 Bytes mp_chatSend.gml 1.28 KB mp_map_syncIn.gml 469 Bytes mp_map_syncOut.gml 857 Bytes mp_setType.gml 810 Bytes mp_stayAlive.gml 363 Bytes mp_sync.gml 2.36 KB mp_syncAsChatHandler.gml 605 Bytes mp_tolerance.gml 1.21 KB mp_unsync.gml 1.59 KB totro.gml 8.55 KB udphp_clientGetServerIP.gml 494 Bytes udphp_clientGetServerPort.gml 495 Bytes udphp_clientIsConnected.gml 622 Bytes udphp_clientNetworking.gml 4.78 KB udphp_clientPunch.gml 3.9 KB udphp_clientReadData.gml 1.84 KB udphp_config.gml 3.37 KB udphp_createClient.gml 6.08 KB udphp_createServer.gml 3.44 KB udphp_downloadNetworking.gml 1.79 KB udphp_downloadServerList.gml 5.52 KB udphp_handleerror.gml 1.3 KB udphp_playerListIP.gml 395 Bytes udphp_playerListPort.gml 427 Bytes udphp_serverCommitData.gml 1.03 KB udphp_serverNetworking.gml 4.94 KB udphp_serverPunch.gml 9.01 KB udphp_serverSetData.gml 2.03 KB udphp_stopClient.gml 1.41 KB udphp_stopServer.gml 1.27 KB udphp_string_explode.gml 789 Bytes
Sprites

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