Thread: [Super-tux-devel] 2 player mode
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From: <ri...@ae...> - 2004-02-17 16:30:08
Attachments:
supertux-2p.png
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Hey there, =20 =20 Tobias mentioned that the code is written in a object oriented way =20 and implementing a 2players mode would be trivial... Guess what, it =20 is :) Here you have a screenshot. =20 In my laptop the game is a bit unplayble (have to tune the =20 defines), but it seems to be working without any flaws... The only =20 problem is when running with the debug mode, where backscrolling is =20 possible and there is a problem related with that... =20 =20 Anyway, what about shiping a 2player mode in the next 0.0.6? =20 Gown cannot be the 2nd player since she has been adbucated :) but =20 what about creating a friend for Tux, by changing its colors (a blue=20 penguin with green eyes)? :P =20 =20 =20 Cheers, =20 Ricardo =20 =20 ps: i really think we should port to C++, instead of "emulating" C++ =20 with structures and functions :P =20 =20 _________________________________________________________ Screensavers e wallpapers gr=E1tis: http://freegames.online.pt |
From: Tobias <tob...@gm...> - 2004-02-17 16:40:52
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Am Di, den 17.02.2004 schrieb ri...@ae... um 11:25: > Hey there, > > Tobias mentioned that the code is written in a object oriented way > and implementing a 2players mode would be trivial... Guess what, it > is :) Here you have a screenshot. > In my laptop the game is a bit unplayble (have to tune the > defines), but it seems to be working without any flaws... The only > problem is when running with the debug mode, where backscrolling is > possible and there is a problem related with that... > > Anyway, what about shiping a 2player mode in the next 0.0.6? > Gown cannot be the 2nd player since she has been adbucated :) but > what about creating a friend for Tux, by changing its colors (a blue > penguin with green eyes)? :P Shipping it with 0.0.6 isn't a good idea. A two player mode should come along with custom defineable keys for example. Furthermore the code is in a state, where we have to fix bugs and get new features stable to be able to release a new version. I predict this will be on the 0.0.7 TODO, thought. > > > Cheers, > Ricardo > > ps: i really think we should port to C++, instead of "emulating" C++ > with structures and functions :P I see the need for porting to C++ more and more. :) The earlier it's done the better? If nobody uses his power of veto, I'd like to put this on the 0.0.7 TODO, after the 0.0.6 release. Greetz... Tobias Gläßer |
From: Chris S. <csp...@ca...> - 2004-02-17 17:28:44
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On Tue, 2004-02-17 at 10:25, ri...@ae... wrote: > Anyway, what about shiping a 2player mode in the next 0.0.6? > Gown cannot be the 2nd player since she has been adbucated :) but > what about creating a friend for Tux, by changing its colors (a blue > penguin with green eyes)? :P Perhaps the FreeBSD devil can come along as the partner. Either that or we could bring along the Gnu. Inspiration could be gleaned from: http://www.gnu.org/graphics/ http://www.coresis.com/penguin/ http://lwn.net/Gallery/ http://www.rimhedenmedia.com/tux/tuxen.html http://linuxart.com/portfolio/wfi/gnuzen/ -Chris "As nightfall does not come at once, neither does oppression. In both instances, there is a twilight when everything remains seemingly unchanged. And it is in such twilight that we all must be most aware of change in the air, however slight, lest we become unwitting victims of the darkness." - Supreme Court Justice William O. Douglas |
From: Ingo R. <gr...@gm...> - 2004-02-17 19:27:00
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ri...@ae... writes: > Tobias mentioned that the code is written in a object oriented way > and implementing a 2players mode would be trivial... Guess what, it > is :) Here you have a screenshot. Well, codewise a 2 player mode is relativly simple, gameplay wise however it is not. With SuperTux0.1 it might be doable, since it will be a linear game, no backscrolling, levels of limited height, etc. But as soon as it would get backscrolling, levels with multiple possible paths, etc. 2d player mode becomes quite difficult to manage from a gameplay point of view. With just a single screen one would have massive problems coordinating both players to walk the same path, respawning and stuff like that, splitscreen can help, but limits the visible area quite a bit and spoils a lot of the fun. A normal singleplayer level (even a simple 0.1 one) can also feature lots of situations that are only walkable once, ie jump on a enemy to cross an hole, donut blocks, and similar stuff, so once the first player as walked the path, it gets unwalkable for the second player. Basically, the normal single player levels wouldn't work well for multiplayer, some might be completly unplayable. I am not saying that a two player mode wouldn't be worth to have, just that simply adding another human controllable sprite to the screen alone won't be a complete 2 player mode. A 2 player mode would pretty much need a completly different set of levels and different enemies or enemy behaviour to be really fun. It might be a nice idea to provide something similar like the original MarioBros (the non-scrolling one) for Supertux: http://www.atarihq.com/museum/5200/games/screen/mario3.jpg -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: <ri...@ae...> - 2004-02-19 17:02:30
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=20 Hi,=20 =20 You're right, Ingo, I've not thought about levels that can have a=20 path that is impossible for two players...=20 Anyway, for now, a 2p cooperative gameplay is possible and in the=20 future, special levelsets for co-2p should be created.=20 =20 I don't like screen spliting that much, this way would be pretty=20 cool.=20 About the respawn, I think that when a player dies, the other=20 should be able to keep playing, and when both dies, the level should=20 be reseted. Lives should be kept separated.=20 =20 This can be easily done... As Tobias said, let's wait for the 0.0.6=20 release before implementing this.=20 =20 Ricardo Cruz=20 =20 Citando Ingo Ruhnke <gr...@gm...>:=20 =20 > ri...@ae... writes:=20 > =20 > > Tobias mentioned that the code is written in a object oriented=20 way=20 > > and implementing a 2players mode would be trivial... Guess what,=20 it=20 > > is :) Here you have a screenshot.=20 > =20 > Well, codewise a 2 player mode is relativly simple, gameplay wise=20 > however it is not. With SuperTux0.1 it might be doable, since it=20 will=20 > be a linear game, no backscrolling, levels of limited height, etc.=20 But=20 > as soon as it would get backscrolling, levels with multiple=20 possible=20 > paths, etc. 2d player mode becomes quite difficult to manage from=20 a=20 > gameplay point of view. With just a single screen one would have=20 > massive problems coordinating both players to walk the same path,=20 > respawning and stuff like that, splitscreen can help, but limits=20 the=20 > visible area quite a bit and spoils a lot of the fun. A normal=20 > singleplayer level (even a simple 0.1 one) can also feature lots=20 of=20 > situations that are only walkable once, ie jump on a enemy to=20 cross an=20 > hole, donut blocks, and similar stuff, so once the first player as=20 > walked the path, it gets unwalkable for the second player.=20 Basically,=20 > the normal single player levels wouldn't work well for=20 multiplayer,=20 > some might be completly unplayable.=20 > =20 > I am not saying that a two player mode wouldn't be worth to have,=20 just=20 > that simply adding another human controllable sprite to the screen=20 > alone won't be a complete 2 player mode. A 2 player mode would=20 pretty=20 > much need a completly different set of levels and different=20 enemies or=20 > enemy behaviour to be really fun.=20 > =20 > It might be a nice idea to provide something similar like the=20 original=20 > MarioBros (the non-scrolling one) for Supertux:=20 > =20 > http://www.atarihq.com/museum/5200/games/screen/mario3.jpg=20 > =20 > -- =20 > WWW: http://pingus.seul.org/~grumbel/ =20 > JabberID: gr...@ja... =20 > ICQ: 59461927=20 > =20 > =20 > -------------------------------------------------------=20 > SF.Net is sponsored by: Speed Start Your Linux Apps Now.=20 > Build and deploy apps & Web services for Linux with=20 > a free DVD software kit from IBM. Click Now!=20 > http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick=20 > _______________________________________________=20 > Super-tux-devel mailing list=20 > Sup...@li...=20 > https://lists.sourceforge.net/lists/listinfo/super-tux-devel=20 > =20 _________________________________________________________ Screensavers e wallpapers gr=E1tis: http://freegames.online.pt |
From: Ingo R. <gr...@gm...> - 2004-02-19 17:59:22
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ri...@ae... writes: > Anyway, for now, a 2p cooperative gameplay is possible and in the > future, special levelsets for co-2p should be created. Yep. > About the respawn, I think that when a player dies, the other > should be able to keep playing, and when both dies, the level should > be reseted. Lives should be kept separated. I don't think thats a good idea, I am more thinking of having special respawn points/blocks for the second player or automatic respawn and such, lives should also be split across the players and similar things that keep both players alive as long as possible. After all there is nothing more boring in a coop-game than actually not being able to play. > This can be easily done... As Tobias said, let's wait for the 0.0.6 > release before implementing this. I guess its better to wait with this after the 0.1 release, after all single player will already be enough of work to get right and fun. Multiplayer will make this just quite a bit more complicated, due to the interaction of the two players. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |