Anyone? Well...
Ok, I'll try some experiment on my engine here but i really don't know if i'm doing right or not (don't mind if i insist) .
My principal Sprite is named "candy_sprite" so...
First i create a object "camera" with a ScrollTo behaviour. This Obj is controlled by this two statements:
(only if faced right)
If Idle anim. is playing
If is faced right:
lerp(camera_X,candy_sprite_X+100,0.06)
If running anim. is playing
If is faced right:
lerp(camera_X,candy_sprite_X+120,0.08)
This to explain, i had choose different values to obtain two camera position in two different situations.
In the first one you are in idle, and the sprite is positioned in the half left portion of the screen (more spacing view in the half right portion)
In the second one you are running, and for the lerp effect the camera is centered over the sprite, you are in the center of the screen then.
This is not bad, i mean, i make this way because is better the transition of the camera when you are stopped and faced right and decide to turn left, or viceversa.
But this is it, i can't figure out how to play with this possibilities, for example, in future i want to made it possible to press up and down keys to change the perspective of the level.
But my "scripting aknowledgement" is not very effective, for example, i don't know how to stop the camera reached one specific point and i'll try but, i simply... can't figure out how to do.
Also... all this is ok for the linear movement in the X axis, but not for Y, i mean... if the camera is centered, and is positioned near the head, or over the head of your sprite when you are falling result in this:
So... when you fall, you can't really see what is bottom, and you can't react in time if there was some dangering zone or whatever.
I admit that i haven't really figured out how a video game camera works, or works in construct but...
Well, i hope i have explained better now. If someone want to explain me or want to give some hint, is really appreciated.