linkman2004's Forum Posts

  • ...linkman2004 uses explorer (that scoundrel)...

    Man, that's ancient history. I've been using Chrome since it came out back in '08.

    Anyways, what davio meant is for you to use the URL in the "Execute file" action of the file object. That will automatically open the specified URL in the user's default browser, no need to specify any browser.

  • Thanks again for the comments, guys! I'm glad you're enjoying it.

    There seems to be a problem with the Motion-Zoom or Motion-Rotate. When ever I try one it stops following the object and doesn't zoom/rotate.

    I have when tab pressed Zoom to 50/50 and the camera stays where it is and doesn't zoom.

    Blah, this was due to silliness on my part. Here's a new version to rectify the issue:

    MagiCam Plugin - v1.0.1b

    Download Now(with example) - 143KB

    Additions/Fixes/Changes:

    [FIX] - Using a camera transition while following was enabled would result in following stopping and the transition not playing.

    [CHANGE] - When grid scrolling, the zoom level of the camera will clamp to a point where space outside of the current grid area is never visible. Same goes for "Bind to layout".

    As usual, let me know if you find any bugs.

  • Thanks for all the comments, guys. I'm glad you're liking it!

    Hey, Linkman. Is there an equivalent to "force grid area?" That was a very useful feature.

    Not by name, but using the "Toggle grid scrolling" action to enable grid scrolling achieves the same effect.

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  • The successor to this plugin, MagiCam, is out! I'm gonna go ahead and lock this thread, so hop over to the MagiCam thread and try it out:

    MagiCam Plugin

    Unless you're curious or something, I'd recommend against downloading any version of this plugin. MagiCam should be much more stable and is much more full featured.

  • It's finally here, the successor to the Advanced Camera plugin: MagiCam!

    MagiCam Plugin - v1.43b

    Download Now(with examples) - 156KB

    Main features -

      • Create an unlimited amount of cameras which you can switch between on the fly, either instantaneously or in a smooth motion.
      • Create camera transitions between different points, angles, and zoom levels.
      • Follow an unlimited number of objects -- each with their own offset options -- using a weighted average to determine which objects have more influence over the camera.
      • Easily create customized camera shakes using a single action.
      • Setup grid scrolling in the same vein as games such as MegaMan and Metroid.
      • Optional zoom to fit system keeps followed objects in the view at all times, great for fighting games.
      • Lock cameras to integer positions to ensure that retro-style games stay crisp.
      • Uses cosine interpolation to ensure smooth camera transitions.

    Differences from Advanced Camera -

      • The biggest change is that using Construct's "Quicksave/Quickload" actions now allows the cameras to be saved and loaded as well. This could still potentially have some problems, but I'm feeling pretty confident about it.
      • Grid scrolling is now much more advanced and customizable. The camera can now pause before and after switching to a new grid area. It will also align to fit within the area that is being switched to before switching, instead of moving diagonally into it. Area masks can also be applied to grid areas to create different shaped areas, however, this is still a work in progress and has to have some kinks worked out.
      • Debugging projects is no longer messed up with the plugin present. I can't for the life of me what was wrong before, but it's working no, so I'm not to torn up about it.
      • Due to the ability to follow an unlimited number of objects, there are no longer separate actions for following one or two actions. Instead, objects are added to a list of objects to follow using the "Add object" action. The "Setup following" action is then used to enable and setup object following.
      • "Bind to layout" and "Use integer position" are no longer object properties. The former is instead specified on camera creation and the latter can be activated through an action. This allows the two to not only be editable at runtime, but also to be applied on a per camera basis.

    So overall, it's a much more capable and, hopefully, stable product. I completely scrapped what I had and reprogrammed the whole thing in a much more modular fashion. This makes it far easier to add features and fix bugs, not to mention fixed most of the little quirks that existed in the old plugin.

    Speaking of which, if you run across any bugs, tell me! And please, be as specific as possible when you report the bug and provide a CAP file if possible. For an example of how specific you should be, If you quicksave, quickload, then quicksave again and the game crashes, the order of those actions is incredibly important and could mean the difference between a fixed bug and an unfixed bug.

    Anyways, try it out and be sure to let me know what you think. Enjoy!

  • I like the "exclude from rotation" action ^^ it's very useful.

    EDIT: no sarcasm, I'm actually using it so my UI doesn't rotate

    Yeah, that was the reason behind that addition. Speaking of which, I still need to add that to the rewrite...

  • When you set an object to follow a sprite and you tell it to use object angle.... well, it doesn't.

    Not a bug. That option is used in conjunction with the offset distance for the camera offset from the object.

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  • This thread appears to be going nowhere, so I'm going to lock it now. I kindly ask that the two of you try to be more civil in the future.

  • Wow, I have no idea what's going on there. I'm afraid you might just have to wait for me to finish up work on this plugin's successor. Luckily, I've made significant progress lately. If all goes well, it should be viable as a replacement for the current version within a week or two.

  • This should be fixed now. Let me know if there are any more problems.

  • Okay, the "Bind to layout" bug should be fixed now. I'm kind of worried that I may have screwed up something else between February and now, but we'll see. Be sure to let me know if you notice any funky behavior.

    Advanced Camera Plugin - v0.93b

    Download Now(with example) - 150KB

    Additions/Fixes/Changes:

    [FIX] - "Bind to layout" didn't take into account zoom level of the camera.

  • You need to enable 3D layering for the layer that the 3D box is on. You can access the layer by going to the layers tab and clicking on the appropriate layer; 3D layering is a check box in the layer properties on the left hand side.

  • Sorry I wasn't aware it was being re-done.

    With that said..There's gonna be an even better camera plugin!? I'll be looking forward to this

    Yup, though it's mostly gonna be backend changes. I was still kind of blindly feeling my way through C++ when I wrote the original, so the code base is utter garbage. Due to cleaner code this time 'round I should be able to more easily fix bugs and implement new features.

  • Ive been using this for the game I am currently working on but for some reason it does not work when I run the layout in debug mode. Is this a common thing or something that only happens to me....

    It's a known bug, but I don't know what's causing it. I'm currently rewriting the whole thing though, so I'm hoping this gets ironed out.

    Doesn't work for me either, I get a black screen. Also, the cameras quit working after loading a game (I'm using system object's "save/load to disk"). Any chance this could be fixed? Pleeease?

    The save/load thing is something I'm hoping to fix with the rewrite as well.