Updating to
0.2.0!
- additional StandstillCameraDelayY, CameraLerpFactorX, CameraLerpFactorY, CameraWindowWidth and CameraWindowHeight attributes;
- defaults have changed, hopefully they are more useful for Adventure Games;
- Camera interpolation now uses a float camera position and this position is synced occasionally to the Camera, this should fix the issue reported by Flugeldufel here...;
- demo is now built using AGS 3.5.1.17;
If someone would like to come up with a demo room that uses parallax and is a more traditional adventure game room, please hit me up, I did not have any ideas and also Adventure Game assets are hard to come by, so if you have an abandoned one, or have the art chops, send it my way.
I will at some point answer other things, I am still thinking about Laura's issue with traditional AGS walking characters that have MovementLinkedToAnimation, so far the only way I could come up is to have an additional character with anti glide off and move both at the same time, with the camera targeting the second... Unfortunately that is not very portable to put in a module...
Hello,
I have a question regarding this module.
Is there a way to snap camera to the player x/y position on room load?(before fade in)
It looks weird when the camera moves when entering new area.
I would like the camera to be at the center(including offset) when entering new room.
Can this be achieved?
Thanks
Updating to
0.2.1!
Not sure if I understood, made a new 0.2.1 release, added
AdjustCameraOnRoomLoad property, default is true, it should quickly adjust the camera on room load, you can set it to false to keep the old behavior if you miss it! Please verify if this is enough.
I am currently investigating if there are better ways to provide smoothness as the current implementation may not be as smooth in some cases, like low resolution and slow characters... Finding
lots of interesting stuff in other places too.
I am also investigating a camera specific to following a character walking a path, if I can estimate the time it takes for the character to reach the destination and I know the destination, I can do something similar to a camera tween to that instead of directly tracking the player, and in this way I can ignore the stepped interval the character normally moves on screen.