How to make a 2D camera zoom out? The frame space seems to open up. More and more objects and characters get into the frame.
The camera 2D pulls away. The frame space seems to open up. More and more objects and characters get into the frame.
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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.
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Dear Sergey,
could you please explain better what are you trying to achieve ? May be with some screenshot, or better, with a project file ( .mfa ) ?
Otherwise it's hard to give you any kind of advice. -
Dear Sergey,
could you please explain better what are you trying to achieve ? May be with some screenshot, or better, with a project file ( .mfa ) ?
Otherwise it's hard to give you any kind of advice.Thank you for trying to help me. My question is very simple, it is as follows: How to make a camera zoom out to a general plan for a 2D platformer game?
When the camera moves further from the screen along the z-axis, we see more and more objects on the screen, our view increases. Of course, the character, enemies and other objects visually decrease in size.
As an example, I gave screenshots from the game FIST, the screenshots show how the size of the character changes in accordance with the size of the room that we see on the screen, depending on whether the character is located Further or Closer to the camera.
I read the forum on this topic and it seems to me that Clickteam Fusion 2.5 does not have a tool to do this. Is this true? I would like the method to work for all platforms, and not just for Windows. I am not satisfied with the solution by changing the object size parameter, I am trying to really reduce the frame scale.
I understand how zoom works, but how to make zoom out? The only solution I see now is to increase the zoom in advance and accept it as a normal state, then the actual frame size will become a reduced scale. But this solution is not ideal.
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Hello Sergey, thank you for your detailed answer.
If my memory serves, there is a zoom object that does what you're looking for. Open the extension manager in Fusion and do a search.
I'm not at my pc at the moment, I'll try later to provide you an example.
You could search on this forum for a zoom effect ( or lens ? ) and perhaps you will find a practical example.
Alternatively look for some extension on the Phi site dark-wire.com, there are useful extensions there.
Take care,
Sergio
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There are two zoom extensions that could be interesting for you:
Please login to see this attachment.As you see, the ScreenZoom extension works for html5 and Android, but not for Windows.
The Viewport extension works only for Windows applications.Example with ScreenZoom:
Please login to see this attachment.
Result ( html5 ):
No zoom:
Please login to see this attachment.
Zooming in:
Please login to see this attachment.
Zooming out:
Please login to see this attachment.Hope it helps,
Sergio -
"The only solution I see now is to increase the zoom in advance and accept it as a normal state, then the actual frame size will become a reduced scale. But this solution is not ideal."
I searched for a long time but no one could answer me and i didn't find the solution. it seems that the only way is this method if you want objects outside the frame to enter the frame when zooming out
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i used the lens shader in my ski game for this sort of effect.
Please login to see this media element. - trailer showing some zooms - this is all Fusion zooming, not an after effect.
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Thank you for your answers. I am truly grateful. Unfortunately, I did not learn anything new. None of the methods are universal.
It is good that we at least have a zoom effect)))
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What do you mean with "universal" ?
I' ve shown you a method valid for Android, iOS and Html5. It uses the ScreenZoom extension.
For Windows there is the Viewport extension, as I have already explained in my answer above.
You can check at the beginning ( start frame ) which runtime is running. If Android, iOS Html5, activate a group of events that use the ScreenZoom extension for zooming in and out.
If the runtime is Windows, then activate the group of events that uses the Viewport extension.
You can host both extensions in your Application, the extension that is not supported by the runtime will be just ignored.
In order to check which runtime is running, the condition is in the "System" events and is named "runtime".
Unless I have completely misunderstand your question, you have all the tools at your disposal that allow you to make an "universal" application.
Regards.
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ALSO, the Lens shader is: (doesnt require an extension; just ADD to an Active - used as an overlay)
Dx9+/android/ios/Mac <- that seems universal to me!
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ALSO, the Lens shader is: (doesnt require an extension; just ADD to an Active - used as an overlay)
Dx9+/android/ios/Mac <- that seems universal to me!
It seems the Lens shader does not go below the base value (0) and only works on zooming in but not zooming out. Correct me if I'm wrong.
I showed the Lens value in the screenshot, this is what happens when you zoom out below zero.
Could you show me the MFA where the Lens works on zooming out please?
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What do you mean with "universal" ?
I' ve shown you a method valid for Android, iOS and Html5. It uses the ScreenZoom extension.
For Windows there is the Viewport extension, as I have already explained in my answer above.
You can check at the beginning ( start frame ) which runtime is running. If Android, iOS Html5, activate a group of events that use the ScreenZoom extension for zooming in and out.
If the runtime is Windows, then activate the group of events that uses the Viewport extension.
You can host both extensions in your Application, the extension that is not supported by the runtime will be just ignored.
In order to check which runtime is running, the condition is in the "System" events and is named "runtime".
Unless I have completely misunderstand your question, you have all the tools at your disposal that allow you to make an "universal" application.
Regards.
I have never worked with Viewport before. All the examples I could find show how to zoom in. Viewport does not have a help file and I do not understand how it works.
Could you show me the MFA where the Viewport works on zooming out please?
The ScreenZoom object is amazing! But it's a shame that it does not work for Windows and for testing you need to build an application for Android or HTML5 every time to test the zoom.
Regards
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In this thread:
kreeddemAugust 28, 2019 at 10:00 PM there is an example "viewport.mfa" which can zoom in and out and it works for windows. You have however to "redefine" the keys "+" and "-" in the events, otherwise it does not work as expected. Just double click on the event, and press another key, or "+" and "-".
Here is the Runtime Condition:Please login to see this attachment.
Please login to see this attachment.
Now you have no excuse more to make your "universal" application
Take care,
Sergio -
In this thread:
kreeddemAugust 28, 2019 at 10:00 PM there is an example "viewport.mfa" which can zoom in and out and it works for windows. You have however to "redefine" the keys "+" and "-" in the events, otherwise it does not work as expected. Just double click on the event, and press another key, or "+" and "-".
Here is the Runtime Condition:Please login to see this attachment.
Please login to see this attachment.
Now you have no excuse more to make your "universal" application
Take care,
SergioForgive my persistence, but I cannot agree with you.
How can this example show the camera zoom out if the sizes of the Application window and the Frame are the same (screenshot 1 and screenshot 2)?
Please login to see this attachment.
Please login to see this attachment.
This is another trick when we use a pre-enlarged image, and the actual frame size in this case becomes a reduced scale. Do we see the actual frame size here (screenshot 3 (frame 100%)? No! Zoom increased from start.
Please login to see this attachment.
I talked about this at the very beginning of the conversation:
The only solution I see now is to increase the zoom in advance and accept it as a normal state, then the actual frame size will become a reduced scale. But this solution is not ideal.
Moreover, if you increase the frame size, it stops working, we do not increase the view at all, but get some terrible effect (screenshot 4).
Please login to see this attachment.
ScreenZoom is the only one that does this correctly! What a pity that it does not work for Windows.
I do not want to seem rude, thank you for your answers, but it seems that there is no way to do this in Windows.
Or show an example where the camera moves back from the normal state (actual size) of the window.
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im confused as to who's arguiong with who? i dont care anymore. i have a working game using zoom. clearly someone is not trying hard enough???????
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im confused as to who's arguiong with who? i dont care anymore. i have a working game using zoom. clearly someone is not trying hard enough???????
Now that's rude. It's pointless to write messages like that.
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Sorry but I continue to say that there is no solution so that when starting from scale 1 and zooming out, objects outside the frame enter the field of vision.
If anyone has an MFA capable of doing this, with any extension or shader, please post it. -
Now that's rude. It's pointless to write messages like that.
is it you arguing with yourself? you seem to be offering suggestion, and then saying it cant be done.
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I've slightly modified the viewport example. Now it starts with a "normal" view, like the one shown in the frame at design time.
About putting new objects : if you want that one object will be affected by zooming in and out, the object should be "behind" the viewport object. You can do this at design time (changing the order--> send it to back once or similar ) or (better) at runtime. You will find an event for that in the frame "scena 3". This event is actually commented, so that you can compare the "red" active with the other active object(s).
I've added a "reset zoom" funcionality. By pressing "R", the viewport will reset to the "magic" value of -0.67, and the application will be shown in a "normal" fashion. If some math-freak can explain me why this value shows the frame as it were with zoom 1, please let me know!
Anyway, even if I don't know why, it works.I've also clamped the zooming out to the other "magic" value -0.96, which is the minimal zoom allowed before the screen turns black and weird things happen
I think that for a basic use of zooming in and out, the viewport extension makes a good job. It lacks of documentation though, if someone knows the author of the extension ( Anders Riggensen aka Andos ), or if the author self is watching this thread, it would be nice to share some hint about how to use the Viewport extension at best.
Anyway, many thanks to Andos for this nice Viewport extensionI hope it helps somehow.
Have a nice day.
Sergio -
I've slightly modified the viewport example. Now it starts with a "normal" view, like the one shown in the frame at design time.
About putting new objects : if you want that one object will be affected by zooming in and out, the object should be "behind" the viewport object. You can do this at design time (changing the order--> send it to back once or similar ) or (better) at runtime. You will find an event for that in the frame "scena 3". This event is actually commented, so that you can compare the "red" active with the other active object(s).
I've added a "reset zoom" funcionality. By pressing "R", the viewport will reset to the "magic" value of -0.67, and the application will be shown in a "normal" fashion. If some math-freak can explain me why this value shows the frame as it were with zoom 1, please let me know!
Anyway, even if I don't know why, it works.I've also clamped the zooming out to the other "magic" value -0.96, which is the minimal zoom allowed before the screen turns black and weird things happen
I think that for a basic use of zooming in and out, the viewport extension makes a good job. It lacks of documentation though, if someone knows the author of the extension ( Anders Riggensen aka Andos ), or if the author self is watching this thread, it would be nice to share some hint about how to use the Viewport extension at best.
Anyway, many thanks to Andos for this nice Viewport extensionI hope it helps somehow.
Have a nice day.
SergioYes? And what other objects get into the frame when the camera zooms out? Nothing! Just whiteness!
Dear Please login to see this link., you still don't understand the question!
First, make the Frame size larger than the Application window,
Please login to see this attachment.
and only then create your "magic" values. Let's see how you do it, if you still care about it. Or you can just give up.
Sorry, I won't silently watch you wriggle out of ignoring my question. But thank you for taking the time
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