How to create a split-screen scrolling game in Scratch
Ce contenu n’est pas encore disponible dans votre langue.
💡 Having trouble with Scratch block assembly? Don’t know how to implement code logic? 🚀 Get Help Now
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! 🙏
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:
🏗️ 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! 🎮
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?
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! ✨
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Build Even More Advanced Multiplayer Games?
Amazing discussion everyone! For those looking to create even more sophisticated multiplayer experiences, our community can help you implement:
- 🌐 Online multiplayer systems
- 🎮 4-player split-screen games
- 📱 Cross-platform multiplayer
- 🏆 Competitive game modes
📚 Related Discussions
- Creating cooperative puzzle games
- Building competitive racing games
- Advanced camera systems in Scratch
Ready to create the next great multiplayer experience? Get personalized guidance from our expert tutors in the Vibelf app!