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2player

PostPosted: Mon Jan 01, 2007 12:43 am
by deek
Thanks for recent help from everyone. But Now I want to know how to control a screen for 2Player on a big map. I tried having one character be parented and used a boarded view (like in the caveman demo) on the the other character.
It didnt work to well.

PostPosted: Mon Jan 01, 2007 12:46 am
by Game A Gogo
if your trying to divide the view, its impossible.

PostPosted: Mon Jan 01, 2007 4:57 am
by deek
No not divide view. Like Super Smash Brothers. But Keep the players on the same screen so both are moving the same way

PostPosted: Mon Jan 01, 2007 5:21 pm
by Game A Gogo
oh, so you want to have a zoom out hting and zoom in... not possible, GE doesn't support resize, yet...

the only way possible, would be making the view the same size as the level, sadly...

PostPosted: Mon Jan 01, 2007 9:26 pm
by deek
Is it Possible to do it with out the zoom. like making sure both player are going the same direction before moving on(like double dragons)

PostPosted: Tue Jan 02, 2007 12:00 am
by Game A Gogo
i know

on both players, amke a physical respond (both actor , like not evnet actor or coliding actor, put in both actor...) and do the thing to make it not bounce 1 1 and 0 0

sorry this long...

PostPosted: Sat Mar 10, 2007 6:15 am
by kyensoftware
If U do want zoom....
:arrow: U need to be a good animator
:arrow: U need to be PATIENT
:arrow: U need TIME!!!

Create a copy of each sprite for each zoom level (for amount zoomed out)
:arrow: create var animposzoom
:arrow: on player goes out of screen-script editor
Code: Select all
animposzoom = animposzoom + 3 'or your value
(YOUR OBJECT NAME HERE).animpos = animposzoom

:arrow: when actor heads back....
Code: Select all
animposzoom = animposzoom - 3 'or your value
(YOUR OBJECT NAME HERE).animpos = animposzoom

and youre done!! I have a demo that is 3d below
Use arrow keys (up & down) to make car move.

PostPosted: Sat Mar 10, 2007 10:55 am
by DilloDude
One problem: you'll want to have a separate x and y coordinate for each actor. You change this coordinate rather than the x and y values. on draw actor set x and y based on this coordinate, but using the zoom value as well, so further away actors are closer together. If you want separate actors to be different distances form the screen, making full 3d, collisions can be much more tricky.

no prob

PostPosted: Sat Mar 10, 2007 10:21 pm
by kyensoftware
I dont understand completely...
I hav tested usual physical response on these objects and it works fine.
EDIT:OK I understand. that would look less choppy. But my Animiation is choppy so I cant tell the difference, lol

Re: 2player

PostPosted: Sun May 02, 2010 7:33 pm
by uan
thanks for the ged's kyensoftware, is there a way to zoom in and out of the entire game/scene(so all actors and everything zooms together)?
I think iTorque can do this, but I was wondering if GE can do this too. Thanks for any help