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Thread: Running two "cameras" at once?

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    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)

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    Running two "cameras" at once?

    Hello,
    I'm trying to make a simple multiplayer (platformish) game. The camera follows player 1 (always: horizontal=p1's x, vertical=p1's y). Is there any way I can split the frame so that half displays p1's view and the other p2's?
    Thanks!

  2. #2
    Clicker Fusion 2.5Android Export ModuleSWF Export Module
    Ziplock's Avatar
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    The viewport object can do this. Here's a VERY OLD thread on how to use the viewport object for this purpose.

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    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)

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    Thank you! I will check this out!

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    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)

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    I ran into an issue, wondering if you could help.
    When the y of my active gets below the bottom of where the viewpoint started (it's 640X240 so y=241) it glitches out and doesn't display anything

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    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)

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    Bumping this because my second issue hasn't been adressed in a few days.

  6. #6
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
    DavidN's Avatar
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    Can you post an example MFA? It might make it easier to diagnose.

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    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)

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    Here it is. You might have to score 30 in single player to unlock multiplayer, but you should be able to access the frame
    Blob's Jump.mfa
    The play area is literally the exact same between single and multiplayer, including where they spawn. What seems to be happening is everything below the y value of the original viewpoint isn't being processed.

  8. #8
    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)

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    Ever have time to look at it?

  9. #9
    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)

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    Bumping this again...

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
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    Never used viewport object (interesting extension!),
    so I may be mistaken
    but from a quick test it seems that screen glitches out because the "available" framespace is ended
    try as example to set a much higher height of frame (for the entire project, and so for the single frame)
    you will see blobs fall down without glitching
    so I guess viewport item glitches out when asked to follow an active "outside" the frame

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