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Scripified offline mode #244

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Merged
merged 9 commits into from
Apr 25, 2014

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osse101
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@osse101 osse101 commented Apr 21, 2014

#235

I put all of the character object information that was in local_full_local_multi into a function in LocalMultiplayerController. Now offline mode can start games in the same map as networked mode and work just as it used to.
netPause, netPlayerRespawn, netWinCollider have offline-game handling and their offline counterparts are obsolete. It also uses the better minimap icons now. Also, lil_patrick is now big_patrick and does the driving animation
I removed those unused maps from the build/level select too.

Issues:
I don't have the controllers to test with 3/4 players.
Only one screen has the audio listener so another player driving makes no noise unless they are close to each other. I think before it had multiple audio listeners but I'm not sure how well that worked. Car noises should be made 2D for splitscreen games imo.
your saved online name gets overwritten as playerX - fixing this when all the scripts are sorted out
all ball markers show on all screens, tagging them should fix this.

Next:
Move player instantiation out of LocalMultiplayerController and into LocalMultiplayerLobbyController so characters carry over between levels.
merge the offline/networked scripts

osse101 added 8 commits April 21, 2014 03:30
Also added player creation to script (offline) but it still needs more
work.
Removed player UI placeholder objects
3 and 4 players should be created from script now
Added a level setup script for configuring maps based on the game mode
type, when they are loaded
Removed unused maps from build/config
@Cheeseness
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Giving this a bit of a test today, but I'd feel more comfortable if somebody with multiple input devices could confirm that nothing has been accidentally broken ( @ErikBehar any chance of getting your thoughts? ).

IRC we couldn't have multiple audio listeners, which was why we implemented the Sound Manager.

Swing aiming and power adjustment is now slow to match online play (I was hoping we'd go the other way on that).

Beyond that, great work!

@osse101
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osse101 commented Apr 24, 2014

@Cheeseness I didn't change aim/power. I did notice that it moves much faster on a gamepad than with a keyboard, which is something we need to balance.

@Cheeseness
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@osse101 Oops. Right you are. This seems to have crept in since 0fc288c

I'll look into it and work out what's going on.

@RyanMorash
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Tested this on my OUYA with a 2 controller game. There are a few issues:
The right analog stick controls the camera of all players (as opposed to that of the controller)
Your cart can get stuck at the bottom of a hill near the start position.
The controls seemed to lag every once in a while.

@Cheeseness
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Your cart can get stuck at the bottom of a hill near the start position.

There've always been a few positions where the cart can get stuck. If this one is new, do you reckon you could grab a screenshot to better illustrate it?

The right analog stick controls the camera of all players (as opposed to that of the controller)

Has this always been the case? I've never been able to play the game with multiple local players.

And put the empty 4th cam in bottom-right window.  Which colour gets
which window seems arbitrary.
@osse101
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osse101 commented Apr 25, 2014

Found another controller to test with and there was some leftover code that caused an error; removed that. Also moved the 3/4 player cams because they weren't ordered correctly, it seems.

Note: When mapping players to controllers from the lobby screen, the last player (in terms of screens) is always the keyboard.

The right analog stick controls the camera of all players (as opposed to that of the controller)

Has this always been the case? I've never been able to play the game with multiple local players.

Tried it out and yes, this is a preexisting thing. FollowPlayerScript is only looking for a mouse or a thumbstick.

I also experienced an odd problem where my new controller was registering two players and could control both of them in game. Helpful for testing 4-player games. It stopped doing it when I unplugged/plugged it back in. It probably came up because I was trying to use it while it was installing the drivers.

Cheeseness added a commit that referenced this pull request Apr 25, 2014
@Cheeseness Cheeseness merged commit 2fe5e97 into Double-Fine-Game-Club:master Apr 25, 2014
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Looks good. Thanks for the feedback, people :)

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3 participants