Better Camera Control? demo project included

UtopianGamesUtopianGames Member Posts: 5,692
edited January 2013 in Working with GS (Mac)
Had a mess around today with the motion linear on the camera and think it might be better but see what ya think.

Project attached.



Darren.

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    I've not made a platformer and played with the controls myself but it does seem quite smooth. Will bare this way in mind should I find myself working on a platformer
  • richcoyrichcoy Member Posts: 211
    Great Darren, thanks for this.
  • carlblanchetcarlblanchet Member Posts: 755
    Really nice!
  • LordNastyLordNasty Member, PRO Posts: 18
    Awesome example! Thanks!
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Very nice - I agree. I think it looks more professional, too.
  • UtopianGamesUtopianGames Member Posts: 5,692
    The difference is subtle but i think it is better, i will have another play soon to see if i can give the hero more field of view when going left and right.

    Darren.
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    Good stuff Darren, I was thinking about this very issue only last week, how the camera motion kicks in when the actor controlling the camera reaches the camera boundary, I was thinking it would be great to have dampening of some kind, your idea seems to go some way towards a solution. Cheers for sharing this !

    :)>-
  • UtopianGamesUtopianGames Member Posts: 5,692
    Will work on it again and tweak it if I ever make a game that would utilise it.

    Darren.
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