What you want to do is actually possible--what you have to do is have a counter variable that cycles through 4 different values, and each time the renderscript runs you attach input to a different player based on the value of the counter, and then set it to the next value.
UGH. Where was the Bomberman tech demo I was telling y'all about?
Sphere just isn't meant for multiplayer.
And yeah, I never really knew the difference between SetRender and SetUpdate. I might mess around with it some more, getting a multitap-esque thing working for Sphere would be really cool, but I'm gonna focus on other things for now.
Moock, I agree on the AttachInput. I think I'll add that to my SFML version.
Quote from: Mooch on December 14, 2013, 02:59:15 pmAnd yeah, I never really knew the difference between SetRender and SetUpdate. I might mess around with it some more, getting a multitap-esque thing working for Sphere would be really cool, but I'm gonna focus on other things for now.Several differences, two that I at least know of:SetUpdateScript() runs before rendering anything at all.SetRenderScript() runs after at least having rendered the map, and before the map engine does its FlipScreen() (which explains why you don't need FlipScreen() for a renderscript).These facts might not make a difference for the functionality of what you were trying to achieve, though. Now that I think about it I think it's mostly done like this to separate rendering from logic.
Wait, I thought the SFML thing was, you drag and drop your Sphere project into it, and it spits out a version that works on the web. If you're adding unique features, then will Sphere-SFML have its own editor?
Will SetUpdateScript work even if you're not using Map Engine?
function MyOwnGameLoop() { SetFrameRate(60); //Forces short breaks with every FlipScreen() so the frame rate is forced to 60 and not "however much your system can handle". (Note: known for somewhat buggy behaviour in some Sphere versions) while (true) { UpdateStuff(); HandleInput(); SomeOtherThing(); RenderStuff(); FlipScreen(); }}
SetUpdateScript("UpdateStuff();");SetRenderScript("RenderStuff();");
QuoteWait, I thought the SFML thing was, you drag and drop your Sphere project into it, and it spits out a version that works on the web. If you're adding unique features, then will Sphere-SFML have its own editor?Sphere-SFML is stand-alone, runs on .NET. It's just that with SFML you have an option to export/compile to HTML5 in some way or another.
Quote from: DaVince on December 14, 2013, 06:51:15 pmQuoteWait, I thought the SFML thing was, you drag and drop your Sphere project into it, and it spits out a version that works on the web. If you're adding unique features, then will Sphere-SFML have its own editor?Sphere-SFML is stand-alone, runs on .NET. It's just that with SFML you have an option to export/compile to HTML5 in some way or another.Well, it's only used through the browser if I ran it through JSIL. Then again I'm running into data limitations which is making that route a sort-of no-go for now. So in the end, Sphere SFML is just a fast, modern reimplementation of Sphere for Windows computers. (Linux and Mac is possible, since Mono has came a long ways).
function WriteSomething(){ font.drawText(0,0,"All this program does is display this message."); WriteSomething(); // issue here.}
function game(){ test(0); Abort("ok");}function test(num) { if (num == 998) return; // 998 = ok, 999 = not ok test(num+1);}