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Game Maker 0.12

Guidelines for creators

Multiplayer

Multiplayer functionality is an exciting part of building an experience, but it does come with an added layer of complexity. As soon as more participants are involved, it introduces extra ‘layers’ to consider when deciding how players interact.


This is because MP Behaviours and Components can’t send messages to, or receive messages from, SP Behaviours and Components in multiplayer experiences.


✴️ To emulate how messages will communicate in a multiplayer experience inside edit mode, toggle the singleplayer-multiplayer button at the top right.

Performance

[MP] behaviours/components used in multiplayer experiences consume bandwidth and affect general gameplay performance. There are four groups of BEH/COMP according to bandwidth consumption: high, medium, low and null (all SP)


Below you can find a list of all high and medium behaviours and components, along with a maximum amount for each considering those are the only behaviours in the experience. Make sure to combine them taking this into account.


✴️ The following lists are also available inside the Game Maker if you hover over a behaviour or component while choosing them.

High Consumption
Beh/CompMax Amount
[MP] Advanced Platform11
[MP] Avatar Checkpoint80
[MP] Basic Platform51
[MP] Curio38
[MP] Health80
[MP] NFT Image Display61
[MP] Pickable71
Design suggestions
Beh/CompMax Amount
[MP] Animated Decoration151
[MP] Bird51
[MP] Door38
[MP] Speaker80
[MP] NFT Image Display61
[MP] Pickable71

Design suggestions

  • Check your experience regularly using the Gallery, especially if you are building a multiplayer experience.


  • Avoid heavy dressing before trying your experience in the Game Client. For reference, after reaching 850 assets in a 1x1 you should start checking performance.


  • Use SP behaviours to decorate. This will avoid unnecesary performance issues.
Want to know more?
Open Documentation

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