What's the best way to make a vertically split screen game given the following. The game itself involves lots of just jumping upward to get to the top which is why its virtically split. The two players will never interact with eachother or be on the same playfield but the trick is that I want the camera to move seperately for both players. So in other words, I want the camera to be centered on both of the players which have their own screens. Any suggestions?
This curse is more cursedly curse-worthy than any curse that's ever cursed you!
I've seen some examples in TGF. (look for it in the CT boards) And I think they're all crap. You center the window to two objects. It always involves with moving a lot of platforms as active objects. In your case, it's a lot easier because the players won't meet eachother. It really depends on what your making.
So I think it's best for you to look up one of those examples and start messing the active objects.
Jerry: If you design the game to be split screen it won't be - Just make your game window like 640x480 and the game engine frame (that the subapp is showing) be 640x240. Or 320x480. Something like that. It'll look just fine then.
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Actually, there could be a ( sort of ) sub application in TGF- It's just a bitch to make.
You can create a sepearte game file with the nessesary game
elements and have it's screen position relitive to the other.
One game might be able to access the other by simply opening it from the story board.(If that doesn't work, you may be able to do it by opening it with the 'File' object.
The interaction between the two can be achieved by storing the needed values(such as the screens current size or the second players X,Y position) in an INI file which both access.
Apparently the only way is to make all active object scroll together manually and make different objects for each characters movements. If you dont let the objects scroll left and right then they will never cross the line.
The only other solution is to get MMF, that way you can have seperate scrolling windows for each character.