GameMaker

⚠️

The GameMaker extension is experimental, and may not be stable. Please report any issues you find.

The GameMaker SDK is built on top of the shared Colyseus Native SDK, which provides cross-platform support for Colyseus across different engines. The work on Native SDK is still in progress, so expect some breaking changes as we go.

Platforms

  • Windows
  • macOS
  • Linux
  • HTML5

Installation

  • Download the latest GameMaker SDK from GitHub Releases
  • Extract the extension and Colyseus.gml script into your GameMaker project
  • Add the extension’s native library (.dll / .dylib / .so) to your project’s Extension

Project Setup

The SDK uses an event queue pattern to integrate with GameMaker’s frame loop. You need:

  1. A Script resource containing the Colyseus.gml helper (handles event dispatch and callback registration)
  2. An Object with Create, Step, and Clean Up events to manage the connection lifecycle

You must call colyseus_process() once per frame in the Step event to poll and dispatch all queued events.

Quick Example

This example shows how to connect to a room, listen for state changes, send messages, and leave the room.

Create_0.gml
/// Create Event — initialize client and join room
 
client = colyseus_client_create("http://localhost:2567");
room = colyseus_client_join_or_create(client, "my_room", "{}");
callbacks = -1;
 
// --- Room event handlers ---
 
colyseus_on_join(room, function(_room) {
    show_debug_message("Joined room: " + colyseus_room_get_id(_room));
    show_debug_message("Session ID: " + colyseus_room_get_session_id(_room));
 
    // Create callbacks manager for state change tracking
    callbacks = colyseus_callbacks_create(_room);
 
    // Listen to root state properties (use 0 for root state instance)
    colyseus_listen(callbacks, 0, "currentTurn", function(value, prev) {
        show_debug_message("Turn changed: " + string(prev) + " -> " + string(value));
    });
 
    // Listen for players added to the "players" map
    colyseus_on_add(callbacks, 0, "players", function(instance, key) {
        show_debug_message("Player joined: " + key);
 
        // Listen to nested properties on each player
        colyseus_listen(callbacks, instance, "x", function(v, p) {
            show_debug_message("Player x: " + string(v));
        });
        colyseus_listen(callbacks, instance, "y", function(v, p) {
            show_debug_message("Player y: " + string(v));
        });
 
        // Listen to nested collections
        colyseus_on_add(callbacks, instance, "items", function(item, k) {
            show_debug_message("Item added: " + string(item));
        });
    });
 
    // Listen for players removed from the map
    colyseus_on_remove(callbacks, 0, "players", function(instance, key) {
        show_debug_message("Player left: " + key);
    });
});
 
colyseus_on_state_change(room, function(_room) {
    var _state = colyseus_room_get_state(_room);
    if (_state != 0) {
        show_debug_message("State changed");
 
        // Access schema fields
        var _host = colyseus_schema_get_ref(_state, "host");
        var _my_player = colyseus_map_get(_state, "players", colyseus_room_get_session_id(_room));
        show_debug_message("Is host: " + string(_host == _my_player));
    }
});
 
colyseus_on_error(room, function(code, msg) {
    show_debug_message("Room error [" + string(code) + "]: " + msg);
});
 
colyseus_on_leave(room, function(code, reason) {
    show_debug_message("Left room [" + string(code) + "]: " + reason);
});
 
colyseus_on_message(room, function(_room, _type, _data) {
    // _data is auto-decoded: struct for maps, string/number for primitives
    show_debug_message("Message [" + _type + "]: " + json_stringify(_data));
});
Step_0.gml
/// Step Event — poll events and send messages
 
colyseus_process();
 
if (colyseus_room_is_connected(room)) {
    var _dx = keyboard_check(vk_right) - keyboard_check(vk_left);
    var _dy = keyboard_check(vk_down) - keyboard_check(vk_up);
    if (_dx != 0 || _dy != 0) {
        x += _dx * 4;
        y += _dy * 4;
        colyseus_send(room, "move", { x: x, y: y });
    }
}
CleanUp_0.gml
/// Clean Up Event — free resources
 
if (room != 0) {
    colyseus_room_leave(room);
    colyseus_room_free(room);  // also frees associated callbacks
}
if (client != 0) {
    colyseus_client_free(client);
}

SDK API

Client

FunctionDescription
colyseus_client_create(endpoint)Create a client. Returns a client handle.
colyseus_client_free(client)Free client resources.
colyseus_client_join_or_create(client, room_name, options_json)Join or create a room. Returns a room handle.
colyseus_client_join(client, room_name, options_json)Join an existing room.
colyseus_client_create_room(client, room_name, options_json)Create a new room.
colyseus_client_join_by_id(client, room_id, options_json)Join a room by its ID.
colyseus_client_reconnect(client, reconnection_token)Reconnect using a token from a previous session.

Room

FunctionDescription
colyseus_room_is_connected(room)Returns 1 if connected, 0 otherwise.
colyseus_room_get_id(room)Get the room’s unique ID.
colyseus_room_get_session_id(room)Get your session ID in the room.
colyseus_room_get_name(room)Get the room type name.
colyseus_room_leave(room)Leave the room gracefully.
colyseus_room_free(room)Free room resources (also frees callbacks).

Room Events (GML helpers)

Register callbacks for room lifecycle events. These are dispatched by colyseus_process().

FunctionCallback signature
colyseus_on_join(room, handler)handler(room)
colyseus_on_state_change(room, handler)handler(room)
colyseus_on_message(room, handler)handler(room, type, data)data is auto-decoded
colyseus_on_error(room, handler)handler(code, message)
colyseus_on_leave(room, handler)handler(code, reason)

Sending Messages

FunctionDescription
colyseus_send(room, type, struct)Send a struct as a message. Values must be strings or numbers.
colyseus_room_send(room, type, data)Send raw encoded bytes with a string type.
colyseus_room_send_bytes(room, type, data, length)Send raw bytes.
colyseus_room_send_int(room, type, data)Send raw encoded bytes with a numeric type.

For advanced message construction:

FunctionDescription
colyseus_message_create_map()Create a message builder. Returns a message handle.
colyseus_message_put_str(msg, key, value)Add a string field.
colyseus_message_put_number(msg, key, value)Add a number field.
colyseus_message_put_bool(msg, key, value)Add a boolean field (1/0).
colyseus_room_send_message(room, type, msg)Send and free the constructed message.
colyseus_message_free(msg)Free a message (only needed if not sent).

State & Schema

Access fields from schema instances. Use colyseus_room_get_state(room) to get the root state handle.

FunctionDescription
colyseus_room_get_state(room)Get the root state instance handle (0 if unavailable).
colyseus_schema_get_string(instance, field)Get a string field value.
colyseus_schema_get_number(instance, field)Get a numeric field value (all numeric types).
colyseus_schema_get_ref(instance, field)Get a child schema instance handle.
colyseus_map_get(instance, field, key)Get an item from a MapSchema by key.

State Change Callbacks (GML helpers)

Create a callbacks manager to listen for state mutations. Use 0 as the instance handle to refer to the root state.

FunctionCallback signature
colyseus_callbacks_create(room)Create a callbacks manager. Returns a callbacks handle.
colyseus_listen(callbacks, instance, property, handler)handler(value, previous_value)
colyseus_on_add(callbacks, instance, property, handler)handler(instance, key)
colyseus_on_remove(callbacks, instance, property, handler)handler(instance, key)
colyseus_callbacks_remove_handle(callbacks, handle)Stop listening for a specific callback.
colyseus_callbacks_free(callbacks)Free callbacks (auto-freed when room is freed).

Event Processing

FunctionDescription
colyseus_process()Call once per frame. Polls the event queue and dispatches registered handlers.

Running the test server locally

To run the test server locally, you will need to run the following commands in your terminal:

Terminal
git clone https://github.com/colyseus/sdks-test-server
cd sdks-test-server
npm install
npm start

You can see the source code for the test server here.

You should be able to see the server running at http://localhost:2567, and the example project will be able to connect to it.

Debugging

Breakpoints

If you set a breakpoint in your application while the WebSocket connection is open, the connection will be closed automatically after 3 seconds due to inactivity. To prevent the WebSocket connection from dropping, use pingInterval: 0 during development:

app.config.ts
import { defineServer } from "colyseus";
import { WebSocketTransport } from "@colyseus/ws-transport";
 
const server = defineServer({
    // ...
    transport: new WebSocketTransport({
        pingInterval: 0,
    }),
    // ...
});

Make sure to have a pingInterval higher than 0 on production. The default pingInterval value is 3000.