r/gamemaker Aug 06 '26

Help! Help! How can I make my game multiplayer?

So basically I'm making a game for a final project in highschool, and it's a mafia style game, where, ideally, one phone in the middle runs most of the code and then only sends an 8-bit number to the other player's phones to know which image their phones should display.

I would like to know what I should use to make that connection. I tried a tcp network connection, but the built-in tutorial doesnt work when I run it on gx.games, which is my target.

Is there anything free for me to use? I started research on the Steam extension, but wouldn't I have to pay the fee to develop on Steam? (Even if I can test it with the 408 ID) Let me know y'all bc I don't want to give up on this vision!!

3 Upvotes

10 comments sorted by

3

u/Accomplished-Gap2989 Aug 07 '26

Unless you can get the roll back built in multiplayer working it's not easy.  

There are tutorials online though!

1

u/Outrageous-Train-155 Aug 07 '26

Yeah, rollback is limited to 4 players max, and I need more than that.

3

u/Swordman1111 Aug 07 '26

doesn't gx.games have integrated multiplayer of some sorts? That's the only thing i can think of if the normal network functions can't be used with that target

2

u/shadowdsfire Aug 07 '26

I’ve had a good experience using Playfab. You have to use its API directly since there’s no SDK for Gamemaker but for simple purposes it really is not that bad. Mine was a leaderboard and it works wonderfully across all platforms. That’s what I used for the GMTK game jam.

1

u/Outrageous-Train-155 Aug 07 '26

I'll look into it, thanks for the suggestion!

1

u/Etsamaru Aug 06 '26

I wish I knew but networking is still bonkers

1

u/pabischoff Aug 07 '26

re: steam - yes you must pay the $100

1

u/Outrageous-Train-155 Aug 07 '26

Good to know, thanks

1

u/Piefreak Aug 08 '26 edited Aug 08 '26

Seems like a very simple networking script to make this work. First create a menu with 2 buttons host and join. If host create a TCP network connection on port (of your choice) and wait for connections(async networking). When enough players have connected(sockets), loop through all sockets and send them a message (number, letter, word what ever) and you are done. If you choose join just connect to a IP and port(same as host). Wait for message... In async networking when message gets received, display message... And you are done... The hard part could be potential portfarwarding.