Does this require Super Crate Box?
Super Crate Box Together
A downloadable game for Windows and Linux
This is a Super Crate Box mod that introduces local and online multiplayer modes with support for up to 4 players.
The source code was obtained via Humble Bundle.
Multiplayer-related code was heavily reused from my existing projects.
- A somewhat-stable internet connection and latencies under 100ms are highly recommended for playing online.
- Online multiplayer requires port forwarding. This requirement may be lifted in the future updates.
- At the time there are no Mac/Linux versions but the game should run well enough via Wine/Crossover.
- This is a free user-created mod that is not affiliated with Vlambeer.
Donations (if any) go towards producing more multiplayer games and experiments.
- Given that this mod is rather experimental, you may encounter bugs or problems. Do tell if something breaks.
|Published||Sep 21, 2015|
|Tags||2D, Co-op, GameMaker, Local Co-Op, Local multiplayer, Multiplayer, online-co-op, online-multiplayer, Pixel Art, Versus|
|Average session||A few minutes|
|Inputs||Keyboard, Mouse, Xbox controller, Gamepad (any)|
|Accessibility||Configurable controls, Interactive tutorial|
|Multiplayer||Local multiplayer, Ad-hoc networked multiplayer|
|Player count||1 - 4|
Click download now to get access to the following files:
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It doesn't - Super Crate Box is freeware so this is just a standalone mod for everyone's convenience.
how do I get the local mode to read 4 gamepads? because only 2 show up and 4 are connected.
how to play with my friend since even when i give him the port to play toghther it doesnt work and says that the connection timed out so what should i do and from where should i get the address
Is there any chance that you are able to remove the fact that the host has to set the input delay to the person with the highest ping?
Potentially at some point of future, but generally fancier lag compensation methods are a little out of scope for freeware mods.
Current implementation relies on delay to not have to directly transmit ever-increasing number of enemies (causing issues for players with poor connection in process). I'd probably try to do things differently nowadays.
Just doesn't work with usb gamepad, and when i play solo with just a keyboard, the game crash, with a fix screen
Im trying to play online with my friend yet it always say that the connection timed out, any thoughts?
You will usually have to port forward (look that up) unless you use software that simulates a local network (such as Evolve, Tunngle, or Hamachi).
Didn't work for me idk what I did wrong but when I run it it's just a black screen I've waited 30 mins nothing happens
I can't remember if the game starts in full-screen, but try Alt+Enter? Or set it to run in Win8 compatibility mode via file properties.
im a bit late but the game capped at 50fps. how can i change that? i'm used to playing scb on steam which is 60fps
This is a strange question, but are you sure that it's 60fps? I just checked locally and Steam overlay says that it's 60fps, but in-game values still report 50fps, and it doesn't seem to be faster or smoother than SCBT.
I noticed that there is no auto jump in the game. Is there a way to change this or do I just have to deal with it? No disrespect I'm just wondering because I'm used to the base game having an auto-jump feature.
That's... an interesting question. I think auto-jump may have gotten lost in spacetime while I was tweaking something jump-related (at one point had added the ability to jump a few frames after dropping off platforms, ala Spelunky). Perhaps in a future version.
Cooles Spiel :D
como se juega online
Thanks so much for making this! Just what me and my brother needed! :)
I don't understand witch ip I need
you should make it so that player 1 could use WASD and F to shoot and player 2 uses ARROW KEYS and CTRL to shoot.
(if your wondering why, its because i dont have controllers)
You can open "%LOCALAPPDATA%\SuperCrateBoxTogether" in Explorer, open "controls.ini" with notepad, and edit controls to whatever you want.
Is that on Mac or Linux? The path would usually be like /.wine/drive_c/users/<your name>/AppData/Local/SuperCrateBoxTogether/controls.ini. Using directory search would also seem like a good option, as the directory name doesn't change under Wine.
Edit: If that question is about what the format is, try changing gamepad1 to gamepad5 for DirectInput. I'm not entirely sure if this game was compiled with a sufficiently new version of GameMaker to support that though, but worth a shot. In worst case could set controls to keyboard buttons and then run something to map gamepad actions to keyboard.
action number 1
of Async Event: Networking
for object obj_dp:
Wrong gml type for buffer type
Hmm... perhaps assuming that the game would work fine after 3 months worth of software updates wasn't a wise plan. What did you do prior to the error appearing?
Edit: Okay, seems like the error occurs only in non-debug versions of the game on players joining. This will be fun.
The error happened when we tried to connect to each other. The ports were fine and such but in many occasions the above error popped up, or the game ends up crashing.
It turns out that `[@]` array read operator (`myvar = array[@index]`) is completely broken in GameMaker, just returning 0 both if reading out of bounds and if applied to something that isn't an array at all. Previously I was lucky (or careful enough) to not have made any missteps with this (thus not even knowing of this behaviour), but somewhere in the recent changes a bug was introduced, so GM' runner gets a 0 instead of showing an error, then it passes 0 as the index to one or other data structure management functions, and then everything spectacularly explodes before you could even blink.
I've re-enabled an older (working) version of the game for now while I'm looking over the game code to change everything to use `` operator for reading so that I can locate the actual source of problem.
Do you have the source available? I was on and off working on a two player Super Crate Box since the source became available and just found this. I want to see how you've done it. Thanks!
This is based on Humble Bundle version of the game source code.
The source for my edited version currently is not available (quite rushed, and, as it turns out, largely working by series of coincidences), and it doesn't seem to be legal to redistribute the edited sources for anything from the bundle but Spelunky (which was already open-source).
But basically, for local multiplayer, you just need to have each projectile store the ID of the player that fired it, and change things like "Player.x" to get that from the correct player (nearest for AI, owner for bullets, all for conditions). Then it's just lots of small edits like making laser guns not fly out of all players when firing.
I ended up changing a substantial amount of code in the game, but that was largely related to online multiplayer, and unneeded if that is not your goal.
God bless you and the internet.