Posts: 9
Threads: 1
Joined: Nov 2012
Hello this is my first time here and I was wondering is there any way to make a two screen game like this for example http://images3.wikia.nocookie.net/__cb20...hot_25.jpg
Because I'm plaining to make a Mario & Luigi RPG game like what nintendo did to MLPIT and MLBIS. And which program is it.
Posts: 3,787
Threads: 75
Joined: May 2008
Nintendo used the official Nintendo SDK for DS / 3DS, obviously.
It heavily depends on the game making tools you're using. Different utilities and programming languages may do it in different ways, if at all.
If it's meant to run on a PC on seperate monitors, I'd guess DirectX and OpenGL would have some functions to get that set up. If it's meant to run on a single screen on a PC, but in two parts, you'd use two different rendering views, but draw them on the same output. I'm not experienced with the technical aspects and coding of such things, though.
Posts: 9
Threads: 1
Joined: Nov 2012
(11-16-2012, 03:10 AM)Previous Wrote: Nintendo used the official Nintendo SDK for DS / 3DS, obviously.
It heavily depends on the game making tools you're using. Different utilities and programming languages may do it in different ways, if at all.
If it's meant to run on a PC on seperate monitors, I'd guess DirectX and OpenGL would have some functions to get that set up. If it's meant to run on a single screen on a PC, but in two parts, you'd use two different rendering views, but draw them on the same output. I'm not experienced with the technical aspects and coding of such things, though.
I was wondering would this be like gamemaker, C++, or Macromedia Flash.
Posts: 3,787
Threads: 75
Joined: May 2008
Can you be more specific and less general?
I don't think GameMaker supports multiple physical screens, but I haven't used it in ages. It does support multiple views for the single-screen variant, though. As for Flash, pretty much the same. You can't use multiple screens, but by using masked movievlips you could have multiple viewports on the same window.
C++, certainly, you should look into DirectX or OpenGL though or see if there are any libraries that make such a thing easier. I can't point you to anything specific, sorry.
Posts: 9
Threads: 1
Joined: Nov 2012
11-16-2012, 05:30 AM
(This post was last modified: 11-16-2012, 05:32 AM by AVirgoEVAUnitPilot.)
(11-16-2012, 05:11 AM)Previous Wrote: Can you be more specific and less general?
I don't think GameMaker supports multiple physical screens, but I haven't used it in ages. It does support multiple views for the single-screen variant, though. As for Flash, pretty much the same. You can't use multiple screens, but by using masked movievlips you could have multiple viewports on the same window.
C++, certainly, you should look into DirectX or OpenGL though or see if there are any libraries that make such a thing easier. I can't point you to anything specific, sorry.
Well yes I'm wanted to make a data map on the bottom and playable characters on overworld at the top http://dsmedia.gamespy.com/ds/image/arti...8_640w.jpg and battle to be more of a background like this for example except that it's all together in one screen http://themushroomkingdom.net/images/ss/mlrpg3/001.png
Posts: 3,787
Threads: 75
Joined: May 2008
I wouldn't know why someone would choose such a design for a PC game, where screens tend to be wider than high, but those should be doable with GM (don't ask me how, though!).
You basically need two seperate views or surfaces, rendering the map to one, the overworld on the over.
Posts: 6,683
Threads: 49
Joined: Apr 2009
i'm here to say that unless you planning to use a device that has two screens (AKA the DS/3DS) there is absolutely no reason at all about you being worried about a two display setup.
specially considering that this will run on a PC.
Posts: 9
Threads: 1
Joined: Nov 2012
(11-16-2012, 05:33 AM)Previous Wrote: I wouldn't know why someone would choose such a design for a PC game, where screens tend to be wider than high, but those should be doable with GM (don't ask me how, though!).
You basically need two seperate views or surfaces, rendering the map to one, the overworld on the over.
Thanks also one last thing is there Is there any way to make controll an screen setting seprated like what they did to rockman 8 fc. Or even make tool setings like in emulators for example. [img] [/img]
Posts: 3,787
Threads: 75
Joined: May 2008
If you can do it, you can do it. But honestly, I wouldn't know why someone would want to have such a thing instead of having all the options accessible from within the running game. They may be a neat addition to equivalent in-game options, but shouldn't be the only way to go.
Here, you'd use files to safe your options and configurations. These files would be editable by your configurator program and would be read by the game.
Posts: 9
Threads: 1
Joined: Nov 2012
(11-17-2012, 06:17 PM)Previous Wrote: If you can do it, you can do it. But honestly, I wouldn't know why someone would want to have such a thing instead of having all the options accessible from within the running game. They may be a neat addition to equivalent in-game options, but shouldn't be the only way to go.
Here, you'd use files to safe your options and configurations. These files would be editable by your configurator program and would be read by the game.
BTW is there a tutorial on how to make setting sprated or make tool bar like the emulator by video with gamemaker.
Posts: 3,787
Threads: 75
Joined: May 2008
Have you tried google? If there are any, google should be able to find them. Since I don't work with GM, I've got none at hand.
|