2 player / Split Screen Game

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Re: 2 player / Split Screen Game

Postby Bee-Ant » Sun Feb 17, 2008 5:41 am

:lol: :lol: :lol: :lol:
Now...both players who shaked...
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Re: 2 player / Split Screen Game

Postby Bee-Ant » Sun Feb 17, 2008 6:38 am

How about this...
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VerticalSplitScreen.zip
(69.77 KiB) Downloaded 183 times
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Re: 2 player / Split Screen Game

Postby DilloDude » Sun Feb 17, 2008 6:57 am

Cool, that generally makes the merge effect look nicer (though it still doesn't always line up properly).
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Re: 2 player / Split Screen Game

Postby Bee-Ant » Sun Feb 17, 2008 7:02 am

:roll: Yeah...
I just chaged the both canvas, screen line, and some values in player 1 and 2... :roll:

Oi Dill, please help me in General...
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Re: 2 player / Split Screen Game

Postby jimmynewguy » Wed Feb 20, 2008 10:23 pm

I was trying to make a game out of this but ran into a problem, :( is there a way to have shooting in this? cuz only 1 bullet will show up @ a time, any ideas :?:
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Re: 2 player / Split Screen Game

Postby DilloDude » Thu Feb 21, 2008 8:30 am

You need a way to loop through all bullets and draw them. I reccomend having an array of strings, that are clonenames of bullets. Store another integer called bulletCount. You'll also need another actor variable to store the bullet's locations. When bullet is created:
Code: Select all
strcpy(bullets[bulletCount], clonename);
loc = bulletCOunt;
bulletCount ++;

When bullet is destroyed:
Code: Select all
bulletCount --;
strcpy(bullets[loc], bullets[bulletCount);

Then, to draw them:
Code: Select all
int i;
for (i = 0; i < bulletCOunt; i ++)
{
    draw_from(bullets[i]...
}
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