That looks ok. the way I made it so character names like Haggle Man or whoever with longer names don't conflict. Also the idea is.... You share lives. Hence only one coin counter. IMO I like mine better. Oh wow lots of people liked my pic. Thank you so much.
I'm still of the opinion that it would be better to have a bit of competition, that's why I thought of separate coins/lives. Also, it would suck to completely lose just because your friend sucks and loses all the lives lol. But I can understand the need for shared lives since it would also suck to be on the other side of that and not be able to play because your friend is too good and you just have to sit and watch. Double edged sword I guess.
Ah I see. Still you still go some competition with separate scores. Sharing coins/lives gives it more of a challange He already overlaps the hud. I think we can see him just fine.
I'm personally leaning more towards NSMB Wii. That was, in my opinion, the best co-op I've ever played in a game. I'm not too big into newer games, but it's definitely one that surprised me. The fan game Super Mario Bros X has a similar co-op from what I can tell that might be good to base it off of, but with separate points as I suggested earlier to add a little competition. Thing I loved most about New SMB Wii's co-op was your ability to screw with each other, and that it turned into you purposefully trying to do anything in your power to screw each other up!
Yeah but honestly, whos going to buy 4 gamepads just to play a fan-made game? Unfortunatly, not a lot of people
That's assuming there would even be four players. And even then, it's really only 3 gamepads that you need because you could always force one of your friends to play with the keyboard.
If you read the thread closely. The idea would be 2 players offline and 4 players online. The hud can only really fit two players.
Doesn't matter. While Jay WOULD have to put in a series of multiplayer rules on how characters interact, the HUD, and so forth, the number of players isn't an additional challenge. In other words, programming two person multiplayer should be pretty similar to twenty people. Once the basic physics are laid out, it's probably not that difficult to add more slots that can be used. And if there are people who would buy four gamepads (I know I would) it would be a pretty small amount of effort to extend it to them. Once again, disclaimer, I am not a programmer and may be completely wrong.
It's also balance as well. Hence two player offline is fine. The hud is already great looking from how I made it and I made it rather simple. Not only that offline is more easier then online in terms of making it. The only problem with online is hosting which can be very expensive. twenty players...
Bear in mind that since SMBC has no native gamepad support (and probably never will, bar a really unlikely Flash update), the gamepads work by mapping to keys on the keyboard. There's only so much space on a keyboard -- do you really think you can fit four whole sets of controls on there?
Actually yes. There's currently 9 keys per player, and there's more than 36 keys. Not throwing my support in for 4 player, but it is possible to have 4 gamepads.
A valid point, but if my recollection is correct then most joypad->keyboard programs account for this (I've played two gamepads on one PC before without any problems by using XPadder).
I'm sorry, I'm a bit confused. I did think you were being sarcastic before, so that might be entirely my bad :s