1 OBJECT TONS OF MODULAR FUNCTIONS, AND NO CLIENT PORT FORWARDING REQUIRED!!! Add online multiplayer to your game with ease.
Connection can be as simple as:
bnet_server_connect();
bnet_disconnect();
Sending custom buffers:
var buffer = buffer_create(12, buffer_fixed, 1);
buffer_write(buffer, buffer_string, "hello world");
bnet_network_send("client_id", buffer, 12);
buffer_delete(buffer);
Execute custom events
var map = ds_map_create();
map[? "default"] = "HellowWorld";
bnet_event_execute_tcp("client_id", "src_helloWorld", json_encode(map));
ds_map_destroy(map);
Syncing an instance example. Enemy object
Create event:
bnet_instance_init();
Step event:
//If the client isnt the host, exit the npc step event.
if(!bnet_instance_is_npc(10)) exit;
Clean up event:
bnet_instance_cleanup();
ALL callbacks and connections are handled for you. You can choose LAN connection utilizing only GML or go WAN connection with an easy to setup Relay Java Server. Tested on Windows, Html5, and Android exports with clumsy. Should work on gml supported platforms. Future updates are planned possibly bluetooth connection being one.
INCLUDED
SHOULD WORK IN GMS1. WILL GLADLY ASSIST IN SETUP. TRY DEMO.
BNet IS IN ACTIVE DEVELOPMENT. THERE MAY BE MINOR BUGS FOUND WHICH I MAY HAVE FIXED ALREADY, AND PUSHED TO GIT, BUT NOT RELEASED AS YET. FEEL FREE TO CONTACT
Gmail: [email protected] Discord: rickky#1696
End User Licence Agreement (EULA).
Check note section within resource tree.
Check note section within resource tree.