I was recreating a #Mario v Luigi Game in #Gamemaker with a friend. This was a Game mode in New Super Mario Bros 2 where you could play with another person. Me and my brother used to play it on our #Nintendo DSi a lot. It was probably the first ever multiplayer game I ever played, and I get to relive that experience :) The music was so perfect, listening to it after 10y took me to another world and just reset my mind
About us
Rocket Networking is a framework for Gamemaker that makes building multiplayer games fun and easy! All you have to do is hand out a copy of your game to anyone in the world and they can play with each other!
- Website
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https://rocketnetworking.net
External link for Rocket Networking
- Industry
- Software Development
- Company size
- 2-10 employees
- Type
- Partnership
Employees at Rocket Networking
Updates
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Send a Message to a Client in 1 line in #Gamemaker
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Lerping, or linear interpolation, is a key technique in game development for creating smooth transitions and animations. By calculating intermediate values between two endpoints, it enhances visual smoothness. In multiplayer games, lerping is incredibly useful for smoothing out the movement of characters and objects, especially when dealing with latency and network inconsistencies. If player locations are updated 10 times a second it would still result in a sort of broken movement. Lerping smoothens this out and makes it look continuous instead of discrete.
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Why do more than 15 people join the https://lnkd.in/edfCrtKj community daily? Simply put, you don't need a calculator for the math test but it fricking helps, am I right? Don't miss out on your dev's calculator. It speeds up the process like a time machine.
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Game developer? Beginner? Expert? Studio? Join our exclusive VIP Club and become a crucial part of Rocket Networking's journey! As a VIP Club member, you'll enjoy: ✨ Free access to premium features ✨ Weekly feedback sessions ✨ Direct influence on product development ✨ Networking opportunities with fellow game devs Plus, when you help us with feedback on where to improve, we'll showcase your work to our community, helping you attract more players and grow your audience. This is a win-win situation. Interested? Drop us a message or visit our website for more details: https://lnkd.in/eeT5KCGG
Rocket Networking Documentation
rocketnetworking.net
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Make a bullet in 3 lines. Traditional netcode will take a lot of code to just make a moving bullet appear on every player's screen. With Rocket Networking on #GameMaker , you use a system called Smart Entities. All you have to do in smart entities are specify variables for this entity that you want to share with others. This is typically the x, y, sprite_index or any custom variable. After defining all of those on oMySmartEntity, a "bullet" is created on everyone else's screen and the variables update realtime. This mean you have a dynamic realtime object. Specifically when you are sharing built in variables you must make a dummy variable with 3 underscores first. So in this example you can define ___x to always be equal to x of the bullet in the step event.
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Making multiplayer Games in #GameMaker has never been easier. Here's a simple Room-Based Approach to get you started in a few minutes.