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How to create a split-screen scrolling game in Scratch

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GM

GameDev_Master

Posted on January 24, 2024 • Intermediate

🎮 Need help with split-screen multiplayer game

Hey everyone! I’m working on an exciting 2-player adventure game where both players need to explore different areas to find keys and unlock doors. I want to implement a split-screen system so both players can:

  • Move independently in their own viewport
  • Have scrolling backgrounds that follow their character
  • See different parts of the same large game world
  • Coordinate to solve puzzles together

I’ve tried duplicating sprites but the scrolling gets all messed up. How do I properly create separate viewports for each player? Any help would be amazing! 🙏

MP

MultiplayerPro_Alex

Replied 3 hours later • ⭐ Best Answer

Excellent question @GameDev_Master! Split-screen games are challenging but super rewarding. Here’s a comprehensive guide to building them in Scratch:

🖥️ Split-Screen System Architecture

Here’s how the split-screen system works:

flowchart TD A[🚀 Game Start] --> B[Create Two Viewports] B --> C[Top Half: Player 1] B --> D[Bottom Half: Player 2] C --> E[Player 1 Input] D --> F[Player 2 Input] E --> G[Update P1 Position] F --> H[Update P2 Position] G --> I[Calculate P1 Camera] H --> J[Calculate P2 Camera] I --> K[Move P1 Background] J --> L[Move P2 Background] K --> M[Update P1 Objects] L --> N[Update P2 Objects] M --> O{Game Loop} N --> O O --> E style A fill:#e1f5fe style C fill:#e8f5e8 style D fill:#fff3e0 style O fill:#f3e5f5

🏗️ Step 1: Set Up the Viewport System

First, create variables to manage the split-screen layout:

    when flag clicked
// Screen dimensions
set [Screen Width v] to [480]
set [Screen Height v] to [360]
set [Viewport Height v] to ((Screen Height) / [2])

// Player positions in world
set [P1 World X v] to [0]
set [P1 World Y v] to [0]
set [P2 World X v] to [100]
set [P2 World Y v] to [0]

// Camera positions
set [P1 Camera X v] to [0]
set [P1 Camera Y v] to [0]
set [P2 Camera X v] to [0]
set [P2 Camera Y v] to [0]
  

🎭 Step 2: Create Separate Background Sprites

You need two background sprites - one for each viewport:

Background Player 1 Sprite:

    when flag clicked
forever
// Follow Player 1
set [P1 Camera X v] to (P1 World X)
set [P1 Camera Y v] to ((P1 World Y) + ((Viewport Height) / [2]))

// Position background for top viewport
go to x: ((P1 Camera X) * [-1]) y: (((P1 Camera Y) * [-1]) + [90])
end
  

Background Player 2 Sprite:

    when flag clicked
forever
// Follow Player 2
set [P2 Camera X v] to (P2 World X)
set [P2 Camera Y v] to ((P2 World Y) - ((Viewport Height) / [2]))

// Position background for bottom viewport
go to x: ((P2 Camera X) * [-1]) y: (((P2 Camera Y) * [-1]) - [90])
end
  

👥 Step 3: Player Movement System

Player 1 (Top Screen):

    when flag clicked
forever
// Player 1 controls (WASD)
if <key [w v] pressed?> then
change [P1 World Y v] by [3]
end
if <key [s v] pressed?> then
change [P1 World Y v] by [-3]
end
if <key [a v] pressed?> then
change [P1 World X v] by [-3]
end
if <key [d v] pressed?> then
change [P1 World X v] by [3]
end

// Keep player centered in top viewport
go to x: [0] y: [90]
end
  

Player 2 (Bottom Screen):

    when flag clicked
forever
// Player 2 controls (Arrow Keys)
if <key [up arrow v] pressed?> then
change [P2 World Y v] by [3]
end
if <key [down arrow v] pressed?> then
change [P2 World Y v] by [-3]
end
if <key [left arrow v] pressed?> then
change [P2 World X v] by [-3]
end
if <key [right arrow v] pressed?> then
change [P2 World X v] by [3]
end

// Keep player centered in bottom viewport
go to x: [0] y: [-90]
end
  

🎯 Step 4: Object Management System

For game objects (enemies, keys, etc.), you need to manage which viewport they appear in:

    // Custom block: position object for viewport
define position object for player (player number) at world x: (world x) y: (world y)
if <(player number) = [1]> then
// Top viewport
go to x: ((world x) - (P1 Camera X)) y: (((world y) - (P1 Camera Y)) + [90])
if <<(y position) > [180]> or <(y position) < [0]>> then
hide
else
show
end
else
// Bottom viewport
go to x: ((world x) - (P2 Camera X)) y: (((world y) - (P2 Camera Y)) - [90])
if <<(y position) > [0]> or <(y position) < [-180]>> then
hide
else
show
end
end
  

🔑 Step 5: Collision Detection

Handle collisions separately for each player:

    // Key collection example
when flag clicked
forever
// Check collision with Player 1
if <<(distance to [Player 1 v]) < [30]> and <(y position) > [0]>> then
broadcast [P1 collected key v]
hide
end

// Check collision with Player 2
if <<(distance to [Player 2 v]) < [30]> and <(y position) < [0]>> then
broadcast [P2 collected key v]
hide
end
end
  

✨ Advanced Features

Viewport Borders:

    // Create a dividing line sprite
when flag clicked
go to x: [0] y: [0]
set size to [200] %
show
  

Minimap System:

    // Minimap sprite
when flag clicked
forever
clear
// Draw Player 1 position
go to x: ((P1 World X) / [10]) y: (((P1 World Y) / [10]) + [150])
stamp

// Draw Player 2 position
go to x: ((P2 World X) / [10]) y: (((P2 World Y) / [10]) + [150])
stamp
end
  

🚨 Common Challenges & Solutions

  • Overlapping sprites: Use layer management and careful z-ordering
  • Performance issues: Limit the number of active objects per viewport
  • Synchronization: Use broadcasts for events that affect both players
  • Different scroll speeds: Ensure both cameras use the same movement calculations

This creates a fully functional split-screen system! Each player gets their own scrolling viewport while sharing the same game world. Perfect for cooperative adventures! 🎮

GM

GameDev_Master

Replied 2 hours later

@MultiplayerPro_Alex This is absolutely incredible! Thank you so much! 🎉

I implemented the basic viewport system and it’s working perfectly. The players can now move independently and the scrolling follows each one correctly. One question - how do I handle objects that should appear in both viewports, like shared items or NPCs?

OD

ObjectDesigner_Maya

Replied 1 hour later

@GameDev_Master Great question! For shared objects, you need to clone them for each viewport:

    // Shared object (like NPCs or important items)
when flag clicked
// Create clone for Player 1 viewport
set [viewport v] to [1]
create clone of [myself v]

// Create clone for Player 2 viewport
set [viewport v] to [2]
create clone of [myself v]

// Hide original
hide

when I start as a clone
if <(viewport) = [1]> then
forever
position object for player [1] at world x: (my world x) y: (my world y)
end
else
forever
position object for player [2] at world x: (my world x) y: (my world y)
end
end
  

This way, the same object appears correctly positioned in both viewports! ✨

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Want to Build Even More Advanced Multiplayer Games?

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  • 🌐 Online multiplayer systems
  • 🎮 4-player split-screen games
  • 📱 Cross-platform multiplayer
  • 🏆 Competitive game modes

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