Advanced Camera Plugin (Updated: 09/21 - v0.93b)

New releases and general discussions.

Post » Sun Sep 19, 2010 1:50 am

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 8)
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Post » Sun Sep 19, 2010 1:56 am

[quote="Tokinsom":1e2hsi4p]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 8)[/quote:1e2hsi4p]
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.
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Post » Tue Sep 21, 2010 2:14 am

[quote="linkman2004":3q6243un][quote="madster":3q6243un]Hi. Is there any chance this can be fixed?

I'd like to use it for a game that zooms around a lot and this 'bind to layout' thing kind of breaks everything. Also, cameras seem jittery for some reason.
Might go with events instead, which would suck because this plugin has all I want.[/quote:3q6243un]
Any chance you could send me a CAP illustrating both problems?[/quote:3q6243un]
Sure!
Here's a small test
viewtopic.php?f=16&t=7335

Note: jumpiness might show up only in slow machines, as I'm testing in a netbook.
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Post » Wed Sep 22, 2010 2:24 am

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.

[size=150:31ij97x1]Advanced Camera Plugin - v0.93b[/size:31ij97x1]
[size=125:31ij97x1]Download Now(with example) - 150KB[/size:31ij97x1]

Additions/Fixes/Changes:
[FIX] - "Bind to layout" didn't take into account zoom level of the camera.
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Post » Wed Sep 22, 2010 5:12 am

Never tried this before - works a treat (although a couple of the examples made me woozy due to the camera movement, but thats probably my old age!).

Many thanks :)
If your vision so exceeds your ability, then look to something closer.
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Post » Wed Sep 29, 2010 6:58 am

Hi, I found a problem within the fix :(

There could be a mistake in the manual scroll, I've updated the post with a new .cap and explanations on how to reproduce the error.
[url:r7z9sfpg]http://www.scirra.com/forum/viewtopic.php?f=16&t=7335&p=57306#p57306[/url:r7z9sfpg]

I hope it's an easy fix. Cheers!
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Post » Wed Sep 29, 2010 6:29 pm

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. :)
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Post » Fri Oct 01, 2010 10:53 pm

Whee!

I really want to use it, as its smooth transitions are perfect for the type of game I'm making.

Please, do consider setting a constant speed for the cameara for constant scrolling :)
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Post » Sat Oct 02, 2010 6:42 pm

Or I could just have a mock object with bullet and set camera to follow it instead >_<
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Post » Fri Oct 08, 2010 7:01 am

Hello I found another bug >_<
Yeah, I'm hammering your plugin.

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

However if I manually set the camera's angle to the object's angle every tick, it works.
(funny though, camera angles have a different orientation to object angles. Not surprised, as I've been fighting Construct's conflicting coordinate systems for zooming and scrolling and positioning... this is just one more, just set camera angle to -90-Sprite.Angle)
This is an easy fix using an *always* event, but you might want to test it in the new version of your plugin :)
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