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  1. #1
    Another question about buttons. My game is an arcade, I mean that I design it as it will run in one on those coin-eater machines. Does the "Insert Coin" and "Player 1/Start" button count as "button"?

    I think I can't finish the game so I'll not add a "Player 2", but if I add it, does it count?
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  2. #2
    Quote Originally Posted by ?ëu?±o Mart??nez View Post
    Another question about buttons. My game is an arcade, I mean that I design it as it will run in one on those coin-eater machines. Does the "Insert Coin" and "Player 1/Start" button count as "button"?

    I think I can't finish the game so I'll not add a "Player 2", but if I add it, does it count?
    From what has been said above, I think should count. I am controlling my game menus by the same keys as I play the game just to keep the count down.

  3. #3
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    Quote Originally Posted by ?ëu?±o Mart??nez View Post
    Another question about buttons. My game is an arcade, I mean that I design it as it will run in one on those coin-eater machines. Does the "Insert Coin" and "Player 1/Start" button count as "button"?

    I think I can't finish the game so I'll not add a "Player 2", but if I add it, does it count?
    To be honest I didn't think about a 2nd or even 3rd and 4th controller for extra players. Wish I did.

    The concept is that your game should play as if it's running on a custom made console and there are only a set standard of buttons on the controller that you can use. So your game has to function as this fictitious console is designed based around it's controller. Hence all the buttons you have are on the controller it's self this includes all the ones you need to run the game.

    What you could do is, in true arcade form, just have the 2nd player take turns with the 1st player in trying to complete levels in your game.
    Jason McMillen
    Pascal Game Development
    Co-Founder





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