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Game Maker HTML5 for MMORPG?


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#21 Sondar

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Posted 02 April 2012 - 09:57 PM

Are there any examples that actually work in Game Maker HTML5 for running a server, and clients able to connect properly, and then show how to move data about? Like have one simple object one player can move around the screen, and it updates the information to the server, so all the clients then see the current location?

How to access information on the server such as "check location, is there a solid object there" etc. before allowing a character to move?

Also how to send a signal to run code/functions on the server? If you have everything working on single player, then the client should just be sending information to run the same code on the server, and getting information back again. Example: player wishes to buy something at a shop. It sends a signal to try that. The server checks the person's amount of money and the cost of the object, and determines if they have enough, then deducts the amount if they do, and puts the item in their inventory. Signal sent to them to list their new updated inventory.

Any examples on how to do this which will compile with the current version of GM:HTML5? Or are there too many broken functions in it right now for anything to work?


Yes. This is how to make MMORPG/Online game in game maker.

Step 1: Google "How to make an MMORPG in game maker"

Step 2: Note that the very first result is an article about a website which shows you exactly how to do what you've just described.

Step 3: Do it.

I apologize if this comes off as insensitive, but the fact is there is a bad reputation for MMO's within the Game Maker community: 99.9% never even reach beta stage, because of the complexities involved in learning online programming. I hope yours will be within the 0.01%.

With regard to the website I mentioned - www.howtomakeanmmorpg.com - it uses the .dll file of 39DLL. There is a .gex of this around the forum, and there's no reason why this shouldn't work.

Apologies again,
Sondar

Edited by Sondar, 02 April 2012 - 09:57 PM.

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#22 Wolf Dreamer

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Posted 03 April 2012 - 08:36 AM

HTML5 doesn't support .dlls. So none of that works, I already tried it.
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#23 Sondar

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Posted 03 April 2012 - 10:40 AM

HTML5 doesn't support .dlls. So none of that works, I already tried it.


As I said before - there is a .gex of it. There are also other networking libraries around. I've done login / registration systems before in GM:HTML5, so it's entirely possible. It's just very difficult.

Sondar
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#24 True Valhalla

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Posted 03 April 2012 - 10:59 AM

With regard to the website I mentioned - www.howtomakeanmmorpg.com - it uses the .dll file of 39DLL.


Thanks for linking to my site! <3
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#25 Wolf Dreamer

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Posted 03 April 2012 - 02:42 PM


HTML5 doesn't support .dlls. So none of that works, I already tried it.


As I said before - there is a .gex of it. There are also other networking libraries around. I've done login / registration systems before in GM:HTML5, so it's entirely possible. It's just very difficult.

Sondar

I'm searching but I don't find any version of 39dll in gex. I see post about it not working in html5, and one where a guy said he wouldn't make his database system work in html5 or studio until the final version of studio came out. Even multiplayer examples made without a dll don't run properly on GM HTML5. Then again, many things don't work on this version, there a lot of broken functions they are busy working on fixing.
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#26 Sathirax

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Posted 12 August 2012 - 01:58 PM

I would very interested if I can find somewhere a good example of GMK file that I may see how it works. (Q: When someone just writes and perhaps where it has come in handy then almost no one understands: D). Maybe I'm interested in how to do inventory for MMORPG, character info, use different levels of spells, quests, chat, dealers item, item improvements on various levels, groups, raids, dungeons, world map, minimap, making item with other items, option character to a new improved version of the game (install patches), style of attack.
All this for only MMORPG (from single player it varies a lot).

I would appreciate some examples in GMK (many do what they want them to MMORPGs would also help)
:medieval:

Edited by Sathirax, 12 August 2012 - 01:59 PM.

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#27 Solvius

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Posted 18 August 2012 - 05:34 PM

I would very interested if I can find somewhere a good example of GMK file that I may see how it works. (Q: When someone just writes and perhaps where it has come in handy then almost no one understands: D). Maybe I'm interested in how to do inventory for MMORPG, character info, use different levels of spells, quests, chat, dealers item, item improvements on various levels, groups, raids, dungeons, world map, minimap, making item with other items, option character to a new improved version of the game (install patches), style of attack.
All this for only MMORPG (from single player it varies a lot).

I would appreciate some examples in GMK (many do what they want them to MMORPGs would also help)
:medieval:


Without the use of 18 other programs its not possible to make a online game with none of the versions of GM.
GM the editors are just simply for stand alone games in single player. Annything else is jumping against a high cliff of impossibillities.
I saw no online multiplayer games so far from a GM editor. And thats since 2000
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#28 Orbitguy

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Posted 18 August 2012 - 05:51 PM


I would very interested if I can find somewhere a good example of GMK file that I may see how it works. (Q: When someone just writes and perhaps where it has come in handy then almost no one understands: D). Maybe I'm interested in how to do inventory for MMORPG, character info, use different levels of spells, quests, chat, dealers item, item improvements on various levels, groups, raids, dungeons, world map, minimap, making item with other items, option character to a new improved version of the game (install patches), style of attack.
All this for only MMORPG (from single player it varies a lot).

I would appreciate some examples in GMK (many do what they want them to MMORPGs would also help)
:medieval:


Without the use of 18 other programs its not possible to make a online game with none of the versions of GM.
GM the editors are just simply for stand alone games in single player. Annything else is jumping against a high cliff of impossibillities.
I saw no online multiplayer games so far from a GM editor. And thats since 2000


What?! Where have you been looking? The only thing you need to create multiplayer games with Windows is 39dll and a registered copy of Game Maker, in HTML5, it's less tested but you need to go to the Websockets extension in the HTML5/Javascript section and use the compatability scripts with a 39dll client, and then run the translator program, and run the server as normal on the ports the translator is listening on.

Here are some good places to start for Windows multiplayer GM games:
MMO Editable World Example by MasterMind007:

http://gmc.yoyogames.com/index.php?showtopic=491407

C++ Server w/ GML Client via 39dll example by Aragon:

http://gmc.yoyogames.com/index.php?showtopic=490203

A great article concerning Dead Reckoning-type techniques and traditional methods to reduce lag in online games:

http://web.cs.wpi.edu/~claypool/courses/4513-B03/papers/games/bernier.pdf

iOnline Engine v3:

http://gmc.yoyogames.com/index.php?showtopic=497138

Sabriath's: Last Stop For Multiplayer Learning

http://gmc.yoyogames.com/index.php?showtopic=445910

BlaXun's Online Engine:


http://gmc.yoyogames.com/index.php?showtopic=351397

or you can try my Online Space game engine:
http://gmc.yoyogames.com/index.php?showtopic=507585&st=0&p=3750516&#entry3750516

For HTML5 development with a 39dll or C++ server:
http://gmc.yoyogames.com/index.php?showtopic=526082

Edited by Orbitguy, 18 August 2012 - 05:59 PM.

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#29 Solvius

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Posted 18 August 2012 - 08:26 PM

ROFLMAO

I rest my case.

A lot of sites with how to do it, and nothing to show for. Not one game.
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#30 Orbitguy

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Posted 19 August 2012 - 05:03 AM

What are you talking about there are plenty of online games in Game Maker.

Mine: http://gmc.yoyogames...howtopic=545414

Mine also: http://gmc.yoyogames...6

True Valhalla has an impressive online game going: http://www.myriad.truevalhalla.com/

Ever played Adrenaline? http://sandbox.yoyog...r-e-n-a-l-i-n-e

With HTML5 less so, but that's more because the extensions haven't been fully tested and polished yet for javascript, but they do *kinda* work. We just need to get more people with networking and programming knowledge on the scene. It doesn't involve 18 files, just your normal 39dll client and server, with a translator program so the html5 client can communicate with the server.

Blackhawkrobbo I recall saying somewhere he had made or was making a game with the HTML5 existing extensions.

Edited by Orbitguy, 19 August 2012 - 05:09 AM.

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#31 locohost

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Posted 27 August 2012 - 05:09 PM

Here's a nifty little multi-player online GM game...

Wanderlust

Edited by locohost, 27 August 2012 - 05:09 PM.

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#32 d2king10

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Posted 01 September 2012 - 04:57 PM

ROFLMAO

I rest my case.

A lot of sites with how to do it, and nothing to show for. Not one game.


Our game Wanderlust is proof enough (a GM Steam game with online functionality).
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#33 Solvius

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Posted 07 September 2012 - 01:21 AM


ROFLMAO

I rest my case.

A lot of sites with how to do it, and nothing to show for. Not one game.


Our game Wanderlust is proof enough (a GM Steam game with online functionality).


Yeah guys, great. No offence to you guys that made some proof of concept online games. But a total score of 3 games on a pool of devs thats in the thousands for gamemaker and there are 3 online games mentioned...

So is it me? Or is it GM that makes online gaming hard to impossible to make?

GM is for making singleplayer games in a stand alone PC.

No easy way to make a multiplayer RPG online on the internet. Not even on a LAN.

It takes years before someone can program a online game when he/she starts from scratch in GM

Needed are: PHP, MySQL and a DLL.

But okay, fanboys are allways blind...
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#34 Debels

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Posted 07 September 2012 - 01:38 AM

Yeah guys, great. No offence to you guys that made some proof of concept online games. But a total score of 3 games on a pool of devs thats in the thousands for gamemaker and there are 3 online games mentioned...

So is it me? Or is it GM that makes online gaming hard to impossible to make?

GM is for making singleplayer games in a stand alone PC.

No easy way to make a multiplayer RPG online on the internet. Not even on a LAN.

It takes years before someone can program a online game when he/she starts from scratch in GM

Needed are: PHP, MySQL and a DLL.

But okay, fanboys are allways blind...

It's not impossible to make, i learned how to make a multiplayer game in GM in less than a month! with 39dll.
You don't need PHP or MySQL to make a multiplayer game in GM.

As for HTML5 multiplayer, someone is going to make a new working extension to make HTML5 multiplayer online, because the current ones aren't that good.
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#35 locohost

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Posted 07 September 2012 - 04:45 PM



ROFLMAO

I rest my case.

A lot of sites with how to do it, and nothing to show for. Not one game.


Our game Wanderlust is proof enough (a GM Steam game with online functionality).


Yeah guys, great. No offence to you guys that made some proof of concept online games. But a total score of 3 games on a pool of devs thats in the thousands for gamemaker and there are 3 online games mentioned...

So is it me? Or is it GM that makes online gaming hard to impossible to make?

GM is for making singleplayer games in a stand alone PC.

No easy way to make a multiplayer RPG online on the internet. Not even on a LAN.

It takes years before someone can program a online game when he/she starts from scratch in GM

Needed are: PHP, MySQL and a DLL.

But okay, fanboys are allways blind...


I think you're a very inexperienced programmer (if you have any programming experience at all) with no concept of how much work is involved in a large application such as an online multi-player game. There is no game dev tool available that will let you click a few buttons, write a couple scripts, click 2 or 3 more buttons and suddenly a MMORPG appears. You'll actually have to learn to write both client and server software. This is very, very involved work. Some of us can do this, but most people can't. The sad reality for you Solvius is that you're in the latter group :thumbsup:
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#36 Tennx

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Posted 07 September 2012 - 05:59 PM

I think you guys need to wait until GM:S 1.4 comes with the Socket technology inside. When the Socket comes to play, we'll be sending little packages of data through sockets in no time... text, player coordinates, scores, life counter, and so on.

:)
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#37 locohost

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Posted 07 September 2012 - 06:10 PM

I think you guys need to wait until GM:S 1.4 comes with the Socket technology inside. When the Socket comes to play, we'll be sending little packages of data through sockets in no time... text, player coordinates, scores, life counter, and so on.

:)


That will be awesome. I'm really looking forward to that. But you'll still need to know how to do network coding. You'll need to write code to manage client-to-client comms or client-to-server. It's not rocket science, but still no where near trivial. Also if you want to save any game state for dropping and reconnecting, you'll need a database of some sort either on one of the clients or on the server. Again, none of this is drag-n-drop :smile:
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#38 Crhonos

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Posted 07 September 2012 - 06:24 PM

I made one working project with GMWS:

http://gmc.yoyogames...dpost&p=4067243

Although i myself found some bugs that can screw the developing.

First and worst of then:
You can't send big packages trough the internet


But, Wolf Dreamer, you can't see how a online game is made, if you have everything running in singleplayer, you will have to re-think everything you did, because when things get online, a lot of 'how this works' change.
You don't check if there is a solid object in the server, this you check in the game, what your server will really be doing:

-Send your location to other players
-Send if you did some action to other player
-Send what frame of animation(or something that simulate that) your character is at, and send to other players.

The server is there just to inform all the player where each player is, what it's doing, how much life the enemy still have, where the enemy is,etc.

It's good to state that, when you have a lot of computers with a lot of processor power and memory, it's better to use this powers, and not put everything to pass trough the server, this way you can have a low consuming energy, and a low priced computer to be your server computer, and it will run as if it where a good computer, because the server program is simple, because what you use most is the player processing power to do things in your game, and not your machine porcessing power.

They could put online thing in GMS 1.2, i want it more than anything !!

Edited by Crhonos, 07 September 2012 - 06:32 PM.

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#39 Tennx

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Posted 07 September 2012 - 10:18 PM

I would like to mount a Linux based server to pass data through sockets (not WebSocket, that depends on nodejs or alike).

And, for those who doesn't know what Sockets are... i'll put it in simple words:

You open a channel to have communication, and there are two basic operations:

send(message)

recieve(message)

---

If you get what I mean, everything is reduced to these two simple operations. What you send in these "message" depends on you, generally they are strings (or byte arrays for hardcore coders).
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#40 Orbitguy

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Posted 07 September 2012 - 10:25 PM

I'm not aware of anyone who's made a game maker server that works on linux, or maybe you meant a nodejs or C++ server? I can't wait for Debels to get that new online website up b/c the networking scene here has always seemed a bit disorganized, you have to know where to look and what to look for if you really want multiplayer resources.(or the right search terms haha) Once you find what you want though it's a lot simpler than most people think.
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