volCAMERA: a powerful camera engine for Clickteam Fusion 2.5

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hi Vol,

    I've been playing around with this, it's great. I noticed that when the demo places the boundary lines, you mixed up numbers of times to call the loop for the positioning of the X and Y boundaries.

    Line 317 reads:
    - Start loop "place volCAMERA X boundaries" Ceil(Frame Width / 1000) + 1 times
    - Start loop "place volCAMERA Y boundaries" Ceil(Frame Height/ 1000) + 1 times

    and it should read:
    - Start loop "place volCAMERA X boundaries" Ceil(Frame Height/ 1000) + 1 times
    - Start loop "place volCAMERA Y boundaries" Ceil(Frame Width/ 1000) + 1 times

    Cheers

    Peter

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  • I dont know if Vol is still around but anyone run into an issue of the camera not reseting correctly when restarting the frame?

    edit: issue seems to happen when the level starts at a frame edge. movied it to the middle.

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    Edited once, last by zip2kx (February 18, 2018 at 7:58 PM).

  • I still pop my head in from time to time. But I'm trying to spend a lot less time on forums and other potential distractions this year, as I really need to get off my butt and get Spryke finished!

    Thanks for spotting and reporting that, PBarwick. I'll have a look at it.

    Zip, I'm not sure what you mean. If you can elaborate the issue a bit I'll definitely look into fixing it.

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  • Good to see you :)

    I was making a small platformer as a sideproject, the game window is quite small (320x180) and if i have the level start at the top left edge it starts correctly but if i reload the frame (same level layout) the camera doesnt reset on the player object but it's roughly 96 pixels to the right and down and it doesnt want to follow the player correctly. But when I enlarge the frame and place the level in the middle (with a whole bunch of nothing around it) it doesn't seem to have the issues.

    edit: i made a gif. as you can see post-death it starts at right and then doesnt want to go all the way up after that. I'm guessing it's the frame limit it sets somewhere.

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    Edited 3 times, last by zip2kx (February 19, 2018 at 8:42 PM).

  • Cool. I'll try and look at it this week. Sorry for the slowness.

    No problem, I'm still trying to figure out what's causing the jitter, I'm sure it's something simple but I can't figure it out!

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  • I think it might be to do with a slight fall judder, but I'm not quite sure how to fix it. If I focus the camera on the player, it doesn't happen, so I think there's some catchup judder happening somewhere?

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  • Might try Twitter, tried PMs to no avail.

    If there's any other VolCam experts that fancy taking a look at a float jitter issue I'm having with it, I'd be most grateful.

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  • Sorry for the very long delay, everyone. I've been in a cave all year.

    [MENTION=18480]elvisish[/MENTION]: I believe the jitteriness you're experiencing is caused by the platform movement object (PMO) object, and not volCAMERA. If you turn off all the volCAM code, it's still jittery. As you say, it's smooth if you force the frame to centre on the character, but if you look closely, you'll see that that just makes the moving scenery (pine trees etc.) jittery instead. I don't know why the PMO does this. Perhaps it's microstuttering-related. Or perhaps the PMO object doesn't use floating point calculations for its movement.

    Either way, switching to custom movement engine (either your own one, or something like Rage's engine) should eradicate the problem. I only ever included the PMO object in volCAMERA as a quick and dirty way to demonstrate how it works. The idea was always that people ultimately connect volCAMERA to their own pre-existing movement engine.


    [MENTION=24272]Retrobolt[/MENTION]: I believe this setting in your MFA is causing the issue:

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    What seems to be happening is that when this code tries to calculate the dimensions of your frame:

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    it doesn't calculate the X dimension from your MFA's resolution (1920x1080), but because your game is zoomed to fullscreen, it uses instead the maximimsed resolution of your entire screen (I'm guessing 3000x2000 - Microsoft Surface Book?). When I run the MFA on my 2560x1440 screen, the West Edge actually becomes 1280

    You could fix the problem by turning off "maximize on boot-up" or by using "change resolution mode" in the MFA settings. But there's also a simple way to fix it in the volCAMERA code.

    The point of using the window control object as I have was just to make volCAMERA automatically adapt to your game's resolution, without you having to do anything. Since I couldn't know your game's resolution in advance, I used the Window Control Object to try and calculate it on the fly. But as we can see, it fails to do that properly if you happen to be using the "maximized at boot up" setting. That's ok. Since you do know your game's resolution (1920 x 1080), just can just hard code the values in yourself, like below (feel free to delete the Window Control Object from your frame afterwards). The bottom-most event is the only one that really matters for the engine - all the other ones are just for the demo HUD and stuff.

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