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There are third party solutions for online, but the problem with those is relying on those third parties to keep up their servers and code. For instance, I'm using Game Maker Server to host the avatars people use in the game. If the GMS server goes down forever tomorrow, the most I'll lose are the avatars on the leaderboard- not a big deal but a bummer nonetheless. If I had online play via GMS and it went down, I would have lost an entire feature of the game with no way of bringing it back online. So that's why I'd prefer my own code/server solution rather than third parties.
Whew, that was a big explanation, sorry about that! But I feel it's always nice to be completely transparent about things like this.
Also, the code can't be as mangled as the wires in my living room are. It's a nightmare with the wires down there.
Transparency is one of the best things I love about you as a developer (besides creating a great game lol). Its really appreciated after having fun with the communication in games such as Broken Age...
Coupling that to a streaming program such as Skype, Google Hangout, Steam's streaming functions or anything with the less possible latency ... and you have it ... in theory.