Re: MagiCam Plugin - v1.43 BETA(Updated 12/10) Forum Home > Construct Classic > Construct Classic Discussion > Work-in-progress addons |
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Topic: Re: MagiCam Plugin - v1.43 BETA(Updated 12/10)Posted: 04 Sep 2012 at 8:22pm |
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Thanks for the comments, guys - sorry I didn't reply to any of them sooner.
Unfortunately, I don't have any plans to fix remaining bugs in this plugin - my familiarity with the code has dwindled over time, reducing my ability to identify problems. This, combined with my full-time work and school schedules - which leave me little time for my current projects - means I'll be dropping support indefinitely. However, I would like to say that I've just finished tinkering around with the C2 plugin SDK a little bit and I'm starting to get a grasp of what's going on in that regard. With any luck, you'll see something on that front in a few weeks time, although I make no promises. In the event that I do release a C2 version of this plugin, updates will likely be sporadic and I might start accepting donations as a way to offset the time invested. Life is a demanding mistress and I am submissive to its will. Be sure to keep an eye out for any updates - I'll let you guys know as soon as I have more to report. Once again, thanks for all of the downloads and comments for this plugin - I see it as my crowning achievement in this community and the support is much appreciated.
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Posted: 01 Sep 2012 at 2:46pm |
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I love this plugin so much, really would like it on Construct 2! heheh
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Portfolio: www.manningaudio.com
Owner: www.crudepixel.com |
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Posted: 21 Jun 2012 at 12:25pm |
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Hey linkman2004
Just started using magiCam and found it to be rather nice. However was hoping you could squeeze in time to look at that changing layout global issue... :) Even a destroy camera function would probably do it - I have found creating a new camera at the start of each layout works(I set it to layoutName) BUT if you cross back into the previous layout the camera stops working. Cheers, Steven |
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But suppose you throw a coin enough times...
...suppose one day, it lands on its edge. |
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Posted: 02 Jan 2012 at 12:54pm |
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Yeah, and if the object the camera follows is destroyed, the next time it's created it the camera doesn't follow it anymore. And even if i add the object to the camera following objects later, it still won't follow it.
Here's what I mean: http://dl.dropbox.com/u/52670878/Magicam%20bug.cap Nice plugin btw. |
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Posted: 01 Jan 2012 at 11:22am |
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I tried setting the magicam plugin to 'global' so I wouldn't have to add a new instance for every layout, but this appears to make the resulting game crash.
Is it possible to do this without killing the game, or should I just work around it? |
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Posted: 31 Dec 2011 at 11:35am |
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aww.. ok tnx for trying :)
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Posted: 29 Dec 2011 at 8:58pm |
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Sorry, the plugin doesn't support displaying multiple cameras at the same time. This is something I tried implementing, but I never got anything working because it involved utilizing some undocumented/confusing functions from the SDK.
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Posted: 28 Dec 2011 at 8:35pm |
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Hey! I would love to have a dual camera for realtime multiplayer on same computer :) Im making a game and I've tried to make it work, but it seems impossible with my kind of visual structure of the game.
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Posted: 26 Dec 2011 at 2:19am |
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It definitely did. Thank you very much!
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Posted: 23 Dec 2011 at 8:30pm |
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@StreakThundrstrm - Glad you're liking it! To fix the issue with unwanted layers zooming, go to the layer properties pane, and there you'll see two properties for your HUD layer -- Zoom X Rate and Zoom Y Rate. Setting both of these to zero will keep the layers from zooming with everything else.
And just in case you want to keep a layer from rotating, I'm pretty sure I have an action that allows you to exclude a layer from rotation. I hope this helps! |
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