Hi Volnaiskra
Please add zoom effect too . It's so useful for mobile ports.
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Open a TicketHi Volnaiskra
Please add zoom effect too . It's so useful for mobile ports.
I had a quick look at zooming a while ago, and the method I found that seemed the most workable used shaders (so I'm guessing not mobile friendly?). If you can point me in the direction of a good cross-platform zoom solution, I can have a look at that.
I Think the only way of doing it extensionless is the way Schrodinger explained in this post Please login to see this link.
I dont Think this will fit many Engines or games but atleast it's a start. or using the window object and setting the window size there might be a way to go.
As far as I know Schrodinger's method is on active objects only . Not obstacles . Although his way is great.
Thanks again for all your hard work, Vol, have you had any thoughts on adding a kick-in threshold?
Just had a thought, is it possible to be able to have the lookahead kick in only if you move a certain threshold distance? If you check:
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It's something I tried to implement originally, but I couldn't get it to work satisfactorily. I can't remember why. But I may have a look again at some point
Slight issue, the default frame size window controls brings the camera across about 100 pixels from the left and 100 pixels down from the top. Not sure about the bottom and right of the frame, but I assume similar. If I use "FrameWinYSize( "Window Control" ) / 3" instead of "FrameWinYSize( "Window Control" ) / 2" it works, but the nice easing doesn't work anymore. Is there a way of forcing window control get the right frame edges?
Fixed! If you're using Ultimate Fullscreen, replace:
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with
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ah, thanks for the info elvisish!
Hi!
Congratulations and thank you for this addon, it's really good!
On the other hand I encounter a problem, I use a map editor so the whole of my game takes place on a single frame. So I have a visual bug when the level changes and when the map load, I replaced the "start of frame" by "On loop"LoadMap" " but it does not work.
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Any idea?
Is it this by any chance,
Jonathan? The fix should have been on the clickstore some time, but perhaps you have an older version.
I've done version 1.01, which fixes a bug where the camera would jitter wildly for the first few moments of the frame. I'll put a new version up on the Clickstore, but until it's up, you can very easily fix the bug yourself by making the following change:
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The problem was that the catchup values were starting out 100 times too big. They'd eventually calibrate back to normal, but until they did that, the camera would wildly orbit the player, at a radius of tens of thousands of pixels :o
Yeah it's works!
I've downloaded the files yesterday, but it was the old version... weird.
Thanks!
Ah, great!
Inexistence looks cool, by the way. I just bought it (at that sale price, it's kinda hard not to :P)
Thanks, very nice of you!
Now I'm working on a new version of the game, wich will be better with this new camera system ahah!
I just got the camera Vol, great job and it's gonna be useful to anyone that needs a good camera.
Looks awesome! I would buy that in an instant if it had camera/screen rotation. I'm building a top down racing game, and would love to be able to have the screen rotate as the car is turning, especially in a mobile friendly way. I didnt find any good solution for that yet.
Cheers!
Hi
I like the engine and I buy it. How do you made a brigde that move left and right and you can run on top of it?
Do you mean moving platforms? It's actually kind of tricky because of a weird bug in Fusion. But there's some very good info about how to do it successfully here: Please login to see this link.
Just curious - has anyone had any luck using VolCamera with an isometric movement system? I've created one based off of Zentaco's tutorials with x and y diagonal moves (larger increments) and when implementing VolCamera, I don't have a speed option per se. In order to try to get the engine to accept a speed value, I've added the required Xspeed and Yspeed variables, but even with value changes the camera will not play ball... I've got a feeling this is made for Left-Right platformers and I'm trying to fit a dodecahedron through a square hole.
Can I get some help turning this into a top down camera system where the overshoot works in all 8 directions?
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