Anthracite's Recent Forum Activity

  • Ah, this works - the issue here though is that rooms that are larger than the screen size.

    Using the camera zone method previously outlined, it bound the camera to the player when in a larger room. This now scrolls to that room but doesn't follow the player's movements within a room that is larger than the screen size.

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  • Hi there, thank you ever so much for replying mrtumbles !

    I have set the first part of the event to the following ...

    However this scrolls to the nearest room, not the room the player is in. Have I done this correctly?

    Is there any chance you could provide a capx to show me properly (forgive my stupidity!)

  • Hi there, our little game is using this fantastic capx provided a while ago ...

    https://www.scirra.com/tutorials/747/zo ... a-movement

    However, what we would really like to happen is for the game to 'pause' briefly after the zone scroll has completed so the player can see the new zone and react to dangers etc. Something similar to this ...

    https://youtu.be/EqEy7BB5DNk?t=2m55s

    Many, many thanks!

  • Hi there, my team and I are looking for a master of Construct2 to implement the following camera behaviour into our WIP game.

    The camera behaviour can be seen using these links ...

    smart-camera-solved_t80481

    and

    Subscribe to Construct videos now

    We have attempted to do this ourselves, but unfortunately we can not get it right. Your help is needed.

  • Hi there BACLog, I know this thread is probably long dead but I love your camera script and wondered if I could secure your help in adapting it to my game?

  • Hi there, thank you for taking the time out to do all of this .... it's really appreciated.

    I downloaded your example and unfortunately that's not what i'm after 100%, the gliding camera is superb but it still moves vertically regardless of the players position.

    I've done some searching this morning and this is pretty much the perfect version of this is here

    Now, just to figure out why it isn't working in my little game as the movements of the camera are very stuttery.

    MPPlantOfficial, could I send you the capx for your expert eye? Again, happy to pay you for your time here.

  • I understand what you mean, unfortunately doing as you suggest just reverts it back to following the player vertically.

    I guess a little more digging is required ...

  • Gotcha, so that's done ... but the scroll when the player leaves the "camera" box is very jerky regardless of which number I use.

    Here's a picture showing the size of the box compared to the sprite

    And here's a video showing the effect

    What I'd like to achieve here is that as soon as the player leaves the confines of the "camera" sprite, it then glides nicely to recenter itself to where the camera box should be.

  • Thank you so much, getting there ...

    When you say ...

    x Is overlapping PlayerAnimations | Box set Y to lerp(Self.y,PlayerAnimations.Y, 0.5)

    Do you mean like this?

    The blue box is the "camera" sprite

  • Thank you for that tip MPPlantOfficial, thats helped to lock the scrolling horizontally, this is how I have it set up

    However when the player leaves the "camera" box because they are not overlapping it anymore, the screen jumps to the players position very sharply. How do I smooth this out?

    Thank you ever so much!

  • Thank you for your response MPPlantOfficial,

    The player animations sprite has the scroll to behaviour, however when the player jumps it also scrolls up and down as it follows the player completely. I'd like the camera to follow the player horizontally, and only move vertically when they go outside of a defined zone.

    I've tried implementing the Smart Camera, as seen here

    But I just can not get it working correctly.

    Many thanks!

  • Forgot to add, that I'm happy to pay via Paypal for assistance with this doozy

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Anthracite

Member since 30 Dec, 2016

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