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2-player split-screen 3D shooter out now on the App Store!

edited March 2016 in General Posts: 2,020

I thought forum users might be interested in seeing a teaser video for my upcoming game, Beware the Banjax, coded entirely in Codea.

Originally I planned to make it a local device-to-device 2-player game using sockets, but, as documented elsewhere on this forum, getting fast-action 2 player synced across devices is hard.

So, I decided to turn that limitation in my coding skills to the good, and take advantage of the large iPad screen, by creating a split-screen mode, allowing 2 players to play on a single device. When you watch it on a video like the one above, the top player's view appears to be upside down, but of course, when two people are looking end-to-end at an iPad, each person sees their view the right way up.

I'm not responsible if you drop the iPad :p

It was an enormous amount of fun to create, and is also pretty good fun to play. Thanks to everyone on Codea Talk for your support down the years, with special thanks to @Ignatz for showing us all the way with importing OBJ models in to Codea, 3D lighting etc.

There's just a few administrative things to take care of, and of course it has to be approved. But, Cupertino willing, this should be on the App Store in a week or two.

I've also created a website to promote it, and I moved some of my old blog posts on 3D animation there. I'm going to try to blog a little more now that I've got my site to a more presentable stage.

I'm happy to discuss processes, workflows etc.


  • IgnatzIgnatz Mod
    Posts: 5,396


  • Posts: 641

    Wow! look forward to playing it.

  • Posts: 20
  • Posts: 688

    Looks really good and is a good advertisement as to what can be created with Codea

  • Posts: 878

    Very polished!

  • KaiKai
    Posts: 66

    Holy crap. I can only dream to be able to program something like this! Great work!!!

  • Posts: 2,020

    Thanks everyone for the kind comments! Just pressed the "submit" button, so fingers crossed that the review goes smoothly...

  • This is amazing. I am very impressed. Keep the updates flowing once released. I love to see something on my favored apps every so often. Updates will keep your demographic pulled in more.

  • Posts: 2,020

    @WilkeNine_Co thanks! Yeah, just testing the waters with this first release, but there's certainly tonnes of content I could add. Different worlds/ skins/ weapons etc would definitely be on my list. And maybe even peer-to-peer 2 player (if I can ever get that working...)

  • I think using sockets would be a really good idea like you previously stated. But like you said, the problem is syncing the times between the two, and preventing the lag between the clients.

    If this were a computer game, I would recommend using Bluetooth connection to share the information between the two players that way. But since you are doing this all on an iPad, then Bluetooth sync is out of the plan.

  • edited March 2016 Posts: 641

    Downloaded and started to play, not sure what i did but generated a crash, screenshot below.... 20.35.54.png?dl=0

  • dave1707dave1707 Mod
    Posts: 9,287

    @yojimbo2000 Looks like a fun game. Graphics look really good. Unfortunately I don't play games, so I only got as far as your demo on the App Store.

  • Posts: 2,020

    @piinthesky thanks for the download! And sorry about the crash :( . I thought the release candidate was fairly stable. That screenshot shows the print statements from the console (I probably should take those out of the release version), you'd need to scroll down through the console until you get to the red error message to see what caused the crash. It would be great if you could give me more details, what you were doing when it crashed, whether you're able to make it crash again.

  • Posts: 641

    A pleasure to purchase-recompense for all the code of yours that i use!
    Actually for me it crashes quite often, but now unlike the first time it goes straight to ios and does not bring up the console. If i catch another one with the console i'll post it.

    I notice, that the actual view does not always match the selected view, especially when restarting a new game.

  • edited March 2016 Posts: 2,020
    That sucks! Can I ask what device/ iOS version you're on?

    Also, do you know whether you have the iOS 9 "Gamecenter bug"? I just found out about it from another bug report. If you have the issue, then any game which invokes gamecenter will crash (none of my beta testers have this issue, so it didn't get flagged). I'm looking at my code to see whether I can make gamecenter optional.
  • Posts: 641

    Ios 9.2.1. When i first started the game there was a game center screen at the beginning, but i cancelled it. It also appeared the second time and i cancelled it. It did not appear since.

  • Posts: 2,020

    Have you tried launching other games that have Game Center support? Apparently, if you have the bug, any game that invokes Game Center on launch is inoperable! Neither me nor any of my beta testers had the bug, so it didn't get flagged. This might not be the cause of your crashing, but it's something I'm looking into. I'm worried that the Codea Game Center plugin invokes Game Center regardless of whether you actually include any gamecenter methods...

  • KaiKai
    Posts: 66

    Aww, wish it was free, but you deserve the money from all your hard work!

  • Posts: 2,020

    I blog a little here about the thinking behind the game mechanic:

  • Posts: 878
    Purchased and not experienced any crashes
  • Posts: 878
    Hmmm not sure what happened there - rest of post was cut off. Anyway -enjoying it - good solid and responsive play! Any updates planned? Have a bunch of suggestions if you like
  • Posts: 2,020

    @West thanks for the purchase! Yeah, I do have a bunch of ideas, both cosmetic and gameplay related, such as different vehicles and environments (essentially skins), maze areas with different physical properties (ice / glue etc), lots of extra weapons, a tutorial for players who aren't used to twin-sticks, different levels of ai competency etc. What were your ideas? All suggestions welcome!

    I'm in the top 5 Touch Arcade "Hot New Games", paid category:


    Not bad considering number 4 is "THE MOST-FUNDED GAME IN KICKSTARTER HISTORY" ;-)

  • Posts: 878
    Yes, looks like you already have most of them covered. One suggestion would be to add the configure options to the main menu and for it to retain your choice. I found it went back to the 3rd person view when starting a new game. Other suggestions would be teleport pads, one way pads, speed boosters and traps (fire pits / spinners which turned you to a random direction). Finally different game modes - capture the flag, hold territory, etc would be interesting.
  • Posts: 2,020

    for it to retain your choice. I found it went back to the 3rd person view when starting a new game.

    Yeah its meant to. Separate settings are saved for player 1 (the bottom viewport) and player 2 (the top viewport). It works for me, I'm a bit worried that isn't working for you. ie start a game, hit pause, select overhead view for one of the players. Then force-quit the app, start a new game, and that player will begin in overhead view.

    Great idea with the game modes, capture the flag etc. I'll look into that.

  • Posts: 878

    Tried again. Same thing. Note I am playing single player mode

    Start 1 player game...hit Bird's eye view. Play out game. Start next 1 player game and it's back to 3rd person.

  • edited March 2016 Posts: 2,020

    @West Ok, I see what you mean about it not saving the camera preference, weird that it only affects 1 player mode. I'll get on it. Thanks to @West and @piinthesky for reporting the issue!

    EDIT ok I fixed it. A single brace not in the right place :-) this was also the reason why, in 1 player mode, sometimes the settings panel would say it was in mode B, whereas it was actually mode C or whatever. Update should be out soon. Thanks again.

  • My boys are playing Banjax with split screen. They give it 4.75 out of 5 stars and a comment of, "TERRIFIC!"

  • Posts: 2,020
    Glad that they like it! That reminds me, I really should try and get the update finished...
  • Posts: 1

    Can you actually make a 3D game in codea?

  • IgnatzIgnatz Mod
    Posts: 5,396

    Yes, I have made a number of 3D prototype games to see what can be done

  • Posts: 2,020

    @alexorem the evidence is on this thread :)

    But yes, do look at @Ignatz books on 3D and shaders. It is a lot of work as things like lighting, asset import, physics etc have to be coded from scratch. In some ways, it's a lot easier to get up and running in Unity or Apple's SceneKit, where a complex lighting effect (eg normal mapping), or proper 3D physics, can be added with one line of code (or even just dragging and dropping in the GUI), freeing you up to focus on gameplay.

    But with SceneKit or Unity of course, you can't code on the iPad, and you don't have the wonderful immediacy of seeing your results the instant you hit that play button in the bottom right corner B)

  • Posts: 2,020

    Heya, just a heads-up that Banjax is now free on the App Store, enjoy:

  • This looks like an awesome game to play with friends!

    Will give it a go, thank you!

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