Information:
Whenever I feel like making an example of the 39dll I will post the example here for the people of GMC to use, I try to make them as effecient and in-sync as I possibly can.
All versions will contain a gmd and a gm6.
Port Forwarding:
14804 - TCP
14806 - UDP
Back to Basics:
This is a very simple example, it uses an account system and uses a laggy method of movement.
Update 2.1:
*- Added Chat System
*- Clients are disconnected as soon as the server ends now.
*- Included Basics with Server Side Spawning examples.
*- Lowered D/C Times for Client. (Dropped from 16000 milliseconds to 12000 milliseconds)
Update 2.1.2:
*- Fixed Name Centering.
*- Registering no longer ends the game.
*- Fixed Un-Successful Login Bug.
Update 2.1.4:
*- Fixed Creation Code bug.
Download 2.0.0
Download 2.1.0
Download 2.1.2
Download 2.1.4
Platforming Basics:
This has a basic platforming engine, it was built off the previous engine, it has smooth movement.
Update 2.1:
*- Added Chat System
*- Clients are disconnected as soon as the server ends now.
*- You can turn off drawing in the GM6 version, this will lower CPU usage when you aren't watching players on the server (F1 is the magic button.)
*- Lowered D/C Times for Client. (Dropped from 16000 milliseconds to 12000 milliseconds)
*- Fixed new player vspeed syncing.
*- Fixed x movement vspeed syncing.
Update 2.1.2:
*- Fixed Name Centering.
*- Registering no longer ends the game.
*- Fixed Un-Successful Login Bug.
Update 2.1.3:
*- Fixed a bug where jumping was glitchy for the Server and other clients.
Update 2.1.4:
*- Fixed Creation Code bug.
Download 2.0.0
Download 2.1.0
Download 2.1.2
Download 2.1.3
Download 2.1.4
8-Directional Movement:
This is the back to basics example except for the fact that it uses smooth movement.
Update 2.1.2:
*- Fixed Name Centering.
*- Registering no longer ends the game.
*- Fixed Un-Successful Login Bug.
Update 2.1.4:
*- Fixed Creation Code bug.
Download 2.1.1
Download 2.1.2
Download 2.1.4
More Information:
When you look at the code you notice I use scripts like writex() and writey()
This is so later you can change the map size and the amount of data sent. Example if you were to increase the map past 32000 (roughly), then you would probably want to replace all the x writing codes to writeint() but this is an annoying hassle if you have to replace every lick of code to fit your new map size, so I decided to make it like this.
Credits:
* Jakethesnake, for helping me learn some tips and tricks along the way.
* Meiun for inspiration to learn how to make an awesome online game like his.
* 39ster for his dll of course.
Edited by Doogie_Forever, 11 April 2008 - 12:41 PM.











