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    • LinkCraft
      LinkCraft F last edited by

      Yes they disappear and it ruined my game

      1 Reply Last reply Reply Quote 0
      • M
        Maxwello F last edited by Maxwello

        Can't you make the origin the last part of the object to go offscreen?

        1 Reply Last reply Reply Quote 0
        • Zypher
          Zypher last edited by

          @Maxwello yeah. When it does the whole object disappears. I cant find a fix.

          1 Reply Last reply Reply Quote 0
          • Dave
            Dave Fuze Team last edited by

            You've just confirmed a bug! The objects should unload when the entire object goes off screen, not the origin. I'll report this now and this will be fixed!

            1 Reply Last reply Reply Quote 3
            • Spacemario
              Spacemario F last edited by

              Resurrecting an old thread: is it possible to have separate sprite cameras per player?

              The help for "setSpriteCamera() implies that it's possible by stating that this function moves the camera position "for all sprites", but it doesn't take a sprite as an argument: https://fuzearena.com/help/view/setSpriteCamera

              I'm wondering if there is an undocumented way to use this. Thanks in advance!

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              • LinkCraft
                LinkCraft F last edited by

                So sprite camera goes off of x and y positions so all you need to do is setspritecamera(player.x, player.y) for all the different sprites you want cameras on. I use this in Missiles dogfight.

                Spacemario 2 Replies Last reply Reply Quote 1
                • Spacemario
                  Spacemario F @LinkCraft last edited by

                  @LinkCraft Thanks for the quick reply! I'm not 100% sure I follow, but I think it'll make sense if I tinker with it based on what you just said.

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                  • Spacemario
                    Spacemario F @LinkCraft last edited by

                    @LinkCraft I got it, your explanation got me unstuck! I'm now able to dynamically draw up to four separate buffers, and render them to the backbuffer in the correct locations.

                    If there is one player, the view takes up the whole screen; two players and they each get half; three players, third person gets part of the bottom (centered); fourth person, everyone gets a quarter of the screen.

                    And the camera follows each player independently! Like you said, you just call "setSpriteCamera()" when rendering each player's buffer.

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                    • LinkCraft
                      LinkCraft F last edited by

                      I probably could have explained it better but I’m glad you got it.

                      Spacemario 1 Reply Last reply Reply Quote 0
                      • Spacemario
                        Spacemario F @LinkCraft last edited by

                        @LinkCraft You did enough :) Now I'm messing with my good ole friends "sin" and "cos", trying to get player movement to work after I invoke "setSpriteCameraRotation"... but that can be another post some other day, if I can't figure it out.

                        I originally wanted to use a mix of 2D and 3D for this, with polygonal walls and sprite actors-- but I gave up at the matrix math "convert 3D to 2D coordinates part".

                        Enough rambling :D

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