[SOLVED] Local Multiplayer

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Rikifive

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Hello everybody! I need help.
 
Local Multiplayer Request - Basic Information
Type: Local Multiplayer; Map scene editing; Controls.
Difficulty: Hard?
Usefulness: Low - Not many people are interested in making local multiplayer games RPG, but there are few including me.
Reward: I can't offer money, since I'm making a free game. =( What can I give is to credit you in my game.
 
Local Multiplayer Request - Details
1. Introduction
I would like to have a script, that would allow me to have two characters controlled by each player.
In my game there are two active characters in party - no more, no less. And it would be great if they could be controlled by separate keys.
- Main character controlled by 1st player, second active member controlled by 2nd player, not spawned (copied) main character. -
2. Features
- Both players are on the same map on shared screen, transferring players (going to another map) simply transfers both players to the same place like in normal single player game. Simple as that. (Both players can use transfer events (going to edge of map or entrance/doors))

- Battle stays the same - both players are fighting on one screen. (It's a turn based battle system [ATB])

  Each player can either control both actors or separately for each actor. Changing anything in battle isn't necessary as players can just share their actors and act one after another.
- Both players can launch events - second player can talk, pull the levers etc. as well, no discrimination.
- Possibility to set configuration (key bindings) for the second player.
- It would be GREAT if TWO controllers could be used.
- It would be great if there was a possibility to disable the whole script using a switch. (something like asking players to play a game on single player or multiplayer)
- Make it possible for 2nd player to move diagonally (pixel movement and that stuff is not needed).
3. Last words
I don't know if I wrote here everything that I need... If you have questions, ask me.
Thanks for reading! =)
 
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Dusk

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Hmm, I could give it a try. How much are you willing to pay? Are you using the default RPG Maker battle system? If not, I would need to know which one you're using.
 

Rikifive

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Hmm, I could give it a try. How much are you willing to pay? Are you using the default RPG Maker battle system? If not, I would need to know which one you're using.
Sadly, I can't offer money. I'm working on a free game and I don't have ANY profits from that. =(

For battle system I'm using Moghunter's ATB battle system, with the whole pack from MOG's. Battle system isn't that important, since when the character's turn comes - game pauses (I'm using wait mode) and there's no problem about controls and fighting together. But if that would be possible to separate control for each player, then that would be great, =D  but I think that would be kinda difficult so this is optional.

I mainly would like just to have second player on map. That's the most important, because second player could get bored, just waiting for battles.
 

Dusk

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Hmm okay. I'll look into it whenever I have the time and see what I can do.
 

Rikifive

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I would be REALLY grateful! =D

This script is essential for my game and it's very important for me.

I just want to have second active member to be controlled by second player on map.

OR, second played could be spawned as an event with sprite of the second active party member. I could disable show party followers, so the first player would be normal and the second could be spawned.

There's no need to make changes in battle scene. Even each player can control both battlers, there's no problem. Just to allow players to control battle scene (if using two controllers etc.) 

And it doesn't matter if the players can collide or not.

Anyway, the map scene is the most important. =P

~There are similar scripts, but they were broken (second player spawned as an event with sprite of the first character / issues with transferring second player.)

If this script will be too difficult to write, then I'll understand that. I'm not that good at scripting, so it's hard for me to tell things like this. If that's kinda impossible then don't be afraid of telling me that. =)
 

Rikifive

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OK, let's simplify the request as much as possible- I just want to have:

An event or something spawned with sprite of the second active party member with it's own controls (including diagonal movement).

- After transfering to another map - the event (second player) is spawned at the same place as main character.

- Second player can launch events (touch, press etc.)

- The screen is shared - It can even follow only the first player, where the second can go off screen - this will be not a problem.

And... that's all ~ just that.

That would be really AWESOME! =)

I would be really grateful! =)
 
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Dusk

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I've been interested in local multiplayer myself, so I'll try to cook something up after the 7th of August since I'll be busy until then. Which gamepads are you using? I'll probably wrap some sort of input dlls for controller input since as far as I know, RPG maker only natively supports one controller input?
 

Rikifive

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That would be really great!

I'm using normal PC USB controllers, and yes, RM supports only one pad.

I used a program that lets you bind gamepad buttons to keyboard, so let's say I played on keyboard using gamepads. =D
 

Rikifive

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Someone pointed me that script some time ago.
Generally, it's exactly what I want, but there are few things to fix:
 
> Player can't move diagonally - I know how to do that, but I don't know how to make a condition, where two keys should be pressed simultaneously. =P I managed to implement that.
> Player 2 uses sprite of main character (1st actor) or something like this - it should pick the second active party member and refresh, when it's changed. The player could be even simply respawned at player 1's position when changing formation.
> When transfering to other map, the second player is not spawned at set position (with player 1), it remains in X/Y position of the previous map, so when he will be in position 0,0 (in corner) and player 1 will go to another map, the player 2 will spawn at position 0,0 in the next map, which may cause getting stuck in a wall etc.
 
So basically, this script fulfills my request, besides these issues.
 
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Kes

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I don't know if it will help, but this is the simplest diagonal movement script for keyboard that I know of.  It might be that looking at his coding will make it clear what it is you need to do.  Of course, not being a scripter myself, this suggestion may be worse than useless for all I know, but I thought it might be worth mentioning, just in case.
 

Rikifive

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Hmm... To be honest, I'm not sure how to use that there, nor if it's useful. I'm not a scripter either, but thanks for suggestion, perhaps it'll help later.

I'm using an 8dir script already, so let's say everything is prepared, the problem is I don't know how to make multiple condition, or whatever it can be called.

In that multiplayer script there is something like this:

if Input.press?(DOWN) move_straight(2) elsif Input.press?(LEFT) move_straight(4) elsif Input.press?(RIGHT) move_straight(6) elsif Input.press?(UP) move_straight(8) end
Basically, changing 'move_straight(#) to 'move_diagonal(#, #)' already does the thing I want, but I don't know how to make it actually go diagonally when pressing two keys simultaneously (what a word -,-).

I was thinking about adding more lines, something like this:

elsif Input.press?(DOWN) *do some magic here* Input.press?(LEFT) move_diagonal(4, 2)but well, I'm not a scripter at all and that was a total failure. =P
 
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astracat111

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Two controllers? You'd have to use a DLL extension and use direct input programming.
 

Rikifive

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Yeah I know it'd be kinda difficult thing to do... But as I said, this is kinda optional. Just using separate keys on keyboard would be good enough.

There is a program, that lets you bind controller buttons to keys on keyboard, so it could be bypassed - I tried that already.
 

Rikifive

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UPDATE!

I managed to make second player move diagonally. ~everything I needed to put in *magic place* was just '&&'.

Now everything I need is to make the second player use sprite of second active party member and to make him spawn correctly after transfer event. And that will be a perfect script for me.

Could someone help me with that? It's really important for me... =3
 
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Rikifive

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REQUEST FULFILLED!
HUGE THANKS TO Nataxinus for help!
 
I'm really happy! Now I can make a proper local-coop game! Thank you!
*chair is impressed*
 
I'm closing this as (I can't believe I can say that here =D ~) solved!
 
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