Thanks a bunch, your capx helped a lot in understanding multiplayer. I was able to get my capx to work.
I have a few questions if you don't mind.
Imagine the same capx example as yours, but with synced spritefonts, so we can delte the sprite font on peer's side and when the spritefonts are created on hosts side , they automatically appear on peer's side.
Now say the spritefonts have variables(which are also synced) and the text of the spritefont's are set to whatever the variables are. So if the spritefont's variable was "ABC" , the spritefont's text is "ABC".
So now on peers side i put an event where similar to yours it sends the text box text as a multiplayer meesage, now on host's side i put an event to set the spritefont's variable to multiplayer.message that was received. Now this will update the spritefont's variable which will in turn updates the spritfont's text which in turn will update it for the peer as well.
Now this method had the drawback of lag on the message appearing on the peers side, but do you think it reduces the number of events necessary. Tbh when i saw your capx i was so confused at first and took time to understand why so many events were needed.
Thanks again for your help.