True Split Screen Example
Author: | Joshtek
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Submitted: | 6th May, 2006
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Favourites: | 0 |
Genre: | Engine
| Downloads: | 795
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Rated: |
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Edited By Joshtek on 21/04/2022
Edited By Joshtek on 30/01/2022
Edited By Joshtek on 16/05/2006
First I would like to note that this is "true" split screen in the sense that it does not require you to replicate all your objects, use subapps, etc. Just two events and the right application properties can allow for two "viewports" to be used to focus on different parts of the screen which can scroll independently. You can even put elements such as scores and messages in front of both viewports so that they don't move (see screenshots).
The three main premises of this MMF 1.5 split screen example:
1. The ViewPort object (beta) can be used to "copy" parts of the rendered playfield.
2. Setting the window size to the frame size, and then making the window smaller using the Window Control object means that the whole frame is rendered (LIJI's idea).
3. You must set aside the first few hundred pixels to the ViewPort objects so that they don't accidentally copy each other's output.
With that in mind, you can truly split the screen however you want. The only downside that I can see is that because the whole frame has to be drawn then slowdowns may occur on memory-intensive frames.
Note: If you want to create new objects then you will have to use the layer object to bring the viewports to the front of the screen.
You can get the ViewPort object (by Andos) from http://www.clickteam.com/CTforum/showflat.php3?Cat=&Board=study&Number=297583
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https://web.archive.org/web/20061014192531/http://x.jflom.com/ext/SplitScreenExample.zip (268kb )
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