This topic is for all the questions I have and all the problems I have with my games. To start, can somebody explain to me why whenever player 2 is hiding in this game, the camera always focuses on player 1 when the countdown ends? I tried setting the camera back after the countdown ends but it doesn’t work. Because of that I decided to make the hiders camera always focus on the seeker for 2 seconds then set it back but I still had the same problem.
Clicking the player 2 icon again sends you back to the player 2 view. It appears that when you switch views the extension forces you back to the player 1 screen, because clicking the player 2 button again fixes the view. This appears to be a simulator bug so it should work correctly when in a real multiplayer match. @richard is this a bug?
Also I had no idea there was markdown for the text in blocks! I noticed that that “this or that” block is incorrectly formatted (it is actually supposed to look like “(number) or (number)” but there is a space somewhere there shouldn’t be so it doesn’t work correctly!) but that incorrect formatting led to the “or” being italicized! I’ll have to play around with this more…
I knew about the clicking the player 2 icon solution, but the bug is still really annoying to me, it doesn’t even at least do the same for player one and instead just TRIGGERS MY STUPID OCD.
Also thanks for the extension bug thing, I didn’t remember if I intended for it to be italicized somehow or if it was on accident but I’ll probably just ignore it.
yeah, i believe i mentioned this in original post on the extension, but the second screen extension doesn’t work right for any API that pushes a scene on the scene stack. that includes game over, show long text, splash, etc.
if you want to have it look right, i think you’ll probably have to implement your own game over UI in the “on countdown end” block.
it’s kind of non-trivial to make those other blocks work… i’ll have to think about it
Game over ui??? But what about the camera changing?
Yeah when I made game.askForString() work for that one stream bit it was quite the chore. 4/10 experience but I would do again now that I know how to do it. The other thing to consider is if only the host would be able to interact with, for example, a splash block, and would the game pause until the other player has read dialogue? All of that makes it much harder than simply making it render for the other player.
Here’s here’s that project if anyone wants to look at the codeit:
You’ll notice that there’s no way to tell what the other player was doing which, considering stream delay, was certainly an oversight on my end, but whatever. It made for a very funny experience anyways! And yes at the end I fudged the code that was supposed to instantly crash the game when B was pressed, that’s my bad.
If anybody want to know how to draw a line from a sprite to your mouse, here’s a photo of code I made:
But this is mostly so I can come back here if I ever forgot how to do it and needed the code.
might be an extension issue but please share the project
This happens when your project has a tilemap file (a common occurrence) and the extension you downloaded also has a tilemap file that came with it. All of a sudden there are two tilemap files and that causes problems like the transparency16 definition being duplicated.
You fix this in your project by deleting the problematic extension and you fix this in an extension by going into the json file and moving the tilemap files to the “test” section so they aren’t downloaded when the extension is added to a project. (I usually move the image and blocks files too just incase)
Here, I was trying to make an example for my screen recording extension but I got this error. I copied the code from the original extension project since I made a short little game to test it out.
My brain hurts ![]()
But I’ll try it!
It worked! At least I’m pretty sure it did…

