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The client will click anywhere on the screen and it will show on the server. If (socket = noone)Now we need to create a client. Add the client to the socket variable - When using multiple clients, use a data structure. Var type_event = async_load //Grabbing the type from async_load using an accessor, then store that value in type_eventĬase network_type_connect: //If our type_event is equal to network_type_connect. Keeping them separate is great for organization but personally, I hate sending two projects for one goal. Now most people like to make a server project and a client project separate. You don't need to know about all these terms just yet, I'll explain them in Part 4. (I can show you LAN and Bluetooth too but for simplicity and for the sake of a one sized fits all solution, we'll use WAN so anyone in the world can connect). How does it work? We're going to create a very basic TCP WAN server. You tell the server how many clients it should support. Do not create new objects for each player. You only really need obj_client and obj_server. Still one object, just different instances. Then my friend in Texas would be connected as obj_client(1). So if I'm player 1, I would be playing as obj_client(0).

Each player will have their own instance but they will all be obj_client. You're not running those all on the same machine.

Click to expand.You need one player object for all of the players to use.
