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Super Crate Box is a freeware 2D platformer indie game released by Vlambeer on May 11, 2010. It is an arcade action game. It is available on Steam,on the website for download, and iOSIn This Game.
Vlambeer's frantic Super Crate Box finally has a release date for Nintendo Switch. The game is coming to Nintendo's console on October 1st, having originally been announced for it back in March this year.
The Dutch indie studio announced the game's Switch release date via Twitter. Super Crate Box originally launched for PC back in October 2010, so it's been almost nine years since the game's release. Since then, it's landed on iOS, PlayStation Vita, and OS X. There was also a rather charming Commodore 64 demake of the game. This project was titled Super Bread Box (heh) and created by Paul Koller back in 2013.
It seems like the Nintendo version of Super Crate Box will be getting two-player co-op. We're not sure whether that's both online and locally, but local co-op is a safe bet given the ease with which the game can be played using the Switch's Joy-Cons. It's also not clear whether Vlambeer plans to update Super Crate Box on other platforms to allow for multiplayer. There have been a couple of mods from the community that patch in online multiplayer, but nothing official. We'll have to wait and see.
Super Crate Box is a free-to-play shooter developed by Dutch studio Vlambeer. Gameplay revolves around collecting weaponry and killing waves of enemies. If you come into contact with an enemy once, it's game over for you. The game is endless, so the objective is simply to see how long you can survive. Periodically, you'll collect bigger and better weaponry. The amount of weapon crates you've collected at the end of each run is your score. As you reach score milestones, you'll unlock new weapons, new game modes, and extra cosmetics for the game's characters.
You'll be able to pick up Super Crate Box for Nintendo Switch on October 1st via the eShop. Until then, you can still grab it on PC via Steam.
Are you looking forward to Super Crate Box on Switch? Let us know in the comments below!
This is a mod that introduces local and online multiplayer modes with support for up to 4 players.The source code was obtained via.Multiplayer-related code was heavily reused from my existing projects.Additional notes:. A somewhat-stable internet connection and latencies under 100ms are highly recommended for playing online. Online multiplayer requires. 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.Donations (if any) go towards producing more.
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Given that this mod is rather experimental, you may encounter bugs or problems. Do tell if something breaks.Have fun! Omggg, thank you so much:( We will try that tomorrow.
Do you mind if I ask one more question? Because I am not sure if I fully understood.Let's say we are both connected to a network on hamachi.
When I host, the game says I need a port. Now I know what address she should use to join, but the port? Where can I find it? We found so many different answers online we have no idea what to use:( And after I host, do I start playing the game immediately and when she joins she'll just show up as a character?
Or do I have to wait for her at the starting screen?Thank you so much for your time so far, I really appreciate it, I am sorry if the questions seem a little silly. Looking forward to playing your games soon!
Is that on Mac or Linux? The path would usually be like /.wine/drivec/users//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. 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. 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.
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