Split screen possible?

FrantoFranto Member Posts: 779

I was wondering if there was any way to make splitscreen in gamesalad? I would need it to test out 2 player mode on Fire TV or any desktop target like Mac or Windows.

I've thought up an efficient way to make two player mode in the game, so I thought I should also include splitscreen for 1vs1 or the ability to get far apart in the level. Would split screen involve the use of two cameras, and some kind of % thing that controls how much of the screen each camera takes? This would also help with creating mini-maps and such. I'm guessing such a change would affect the core mechanics, if its not possible within the present system, which might not be worth it if it gives birth to thousands of bugs from the code shift.

Comments

  • tiger27tiger27 Member Posts: 127

    I don't think you can do this in Gamesalad, but it might help asking @tatiang just in case.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    there is only one camera in GS so you couldn't do a split screen.

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069
    edited June 2015

    You could probably do it. It would require that it be built in from the ground up tho, and requires a very different thinking and system structure then how Gs is used by default.

    Basically if your maps were information fed to "tile" actors from a table system, the map data could easily be interpreted as a split in tiles for both sides of the screen, and used separately with certain systems carrying over from one side to the other.

    You wouldn't be moving the camera at all, or even the character really. Just the visible tiles in position relative to the cells in the table map.

    Or in other words shifting the Row and the Column fast enough in relation to the input source so that the tiles in the background give the illusion of movement.

    Follow us: Twitter - Website

  • FrantoFranto Member Posts: 779
    edited June 2015

    @tiger27 I see. :/

    @The_Gamesalad_Guru That figures. :/ I was hoping there'd be some kind of trick with camera.device and some rules.

    @AlchimiaStudios I see. I didn't think tables could be used to act as levels and simulate the data for them through actors, it's an interesting system you've explained.

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    AlchimiaStudios I see. I didn't think tables could be used to act as levels and simulate the data for them through actors, it's an interesting system you've explained.

    Yep, i've got it working to an extent in a test project, but only as a single player game. The initial purpose was so I could easily make an insanely massive map without the cost of thousands of actors, Since they are static tiles. Also so I could easily assign a letter or number value to a type of tile for faster level design than placing every piece.

    The smaller the "tiles" I used the less performance, but also the better it looks.

    It actually looks pretty decent in terms of movement. But almost everything has to be custom if built that way, such as collisions, movement algorithms, distance detection, etc.

    Follow us: Twitter - Website

  • FrantoFranto Member Posts: 779

    @AlchimiaStudios Fascinating, and very efficient. I'm sure you'll make a breakthrough when you expand on the system, regarding the physics and other parameters that have to be custom built.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    It would he easier to learn some java and use unity which can have multiple cameras.

  • FrantoFranto Member Posts: 779

    @The_Gamesalad_Guru Interesting! Thanks for sharing, I tried a little of Unity before, I guess if I ever need a game with split screen, I could make it there.

Sign In or Register to comment.