Reply to Re: Dink for 2 players is a fact!
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I'm still upset that player 2 can't be as completely functional as player 1, but you did a very good job nonetheless.
Things that need worked on (all obvious):
-player 2 doesn't punch quite right
-player 2 has no idle
-when player 1 dies it's game over but not vice versa
-player 2 stats aren't always showed
-switching screens fast can result in player 2 not showing up at all, or a dummy clone player 2 (may not be possible to fix)
-when loading, player 2 did not appear on the screen
It takes a little to get used to, but I like it. An idea for player 2's stats. You could use say_xy() or something like that in different colors to show his strength, magic, defense (in a column.) It should be easy to do and wouldn't limit visibility as much as a new status bar would.
Edit: I made up a script that could handle player 2's stats. It may take a second to handle a change in one of the stats, but other than that it should work fine.
Edit 2: I added a couple lines to the script to make it so the stats won't show up on the title screen. Just spawn this script from main.c with the others.
//player 2 stats visible
void main ()
{
loop:
wait(1);
if (&p2_life > 0)
{
if (&player_map < 1)
goto loop;
say_xy("`# Strength:", -250, 5);
say_xy("`9 Defense:", -250, 20);
say_xy("`5 Magic:",-259, 35);
say_xy("`# &p2_strength", -200, 5);
say_xy("`9 &p2_defense", -200, 20);
say_xy("`5 &p2_magic",-200, 35);
}
goto loop;
}
Things that need worked on (all obvious):
-player 2 doesn't punch quite right
-player 2 has no idle
-when player 1 dies it's game over but not vice versa
-player 2 stats aren't always showed
-switching screens fast can result in player 2 not showing up at all, or a dummy clone player 2 (may not be possible to fix)
-when loading, player 2 did not appear on the screen
It takes a little to get used to, but I like it. An idea for player 2's stats. You could use say_xy() or something like that in different colors to show his strength, magic, defense (in a column.) It should be easy to do and wouldn't limit visibility as much as a new status bar would.
Edit: I made up a script that could handle player 2's stats. It may take a second to handle a change in one of the stats, but other than that it should work fine.
Edit 2: I added a couple lines to the script to make it so the stats won't show up on the title screen. Just spawn this script from main.c with the others.
//player 2 stats visible
void main ()
{
loop:
wait(1);
if (&p2_life > 0)
{
if (&player_map < 1)
goto loop;
say_xy("`# Strength:", -250, 5);
say_xy("`9 Defense:", -250, 20);
say_xy("`5 Magic:",-259, 35);
say_xy("`# &p2_strength", -200, 5);
say_xy("`9 &p2_defense", -200, 20);
say_xy("`5 &p2_magic",-200, 35);
}
goto loop;
}