I hear theres a zoom extention floating around. I'm working on my game and...splitscreen just doesnt cut it for me. I've tried multiple methods and it just keeps falling apart. So i'm going a faster route; a top-down single screen multiplayer racer.
Thats good, but just make sure that with split screen, some graphics might need to be toned down just a little bit if you want the game to run smoothly on lower level computers, because alot of objects in split screen at once slows things down pretty badly. -.-
Ah heya Bartman. I remember we talked about this on AIM. What method are you using for split screen? How are you using the subapps and what method are you using to share the values between them?
I'd reccomend to have the main application used just for storing values and a subapplication for each screen. From this you could send the information to the main application and the main application could send the information back. Remember to always have one screen as the master and one as the slave, so one screen sorts out, enemy AI for instance, the position of things such as projectiles or whatever on screen, and all the rest. Then the master would send that information to the main application, where you can process it however you want and send it to the slave screen which would literally just be using the information to choose positions, directions and animations. So you might want to create a separate version of the application/frame for the slave screen, or just to program the two different versions of the engine in separate event groups and programming it to open the right one after detecting weather it is master or slave.