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Thread: volCAMERA: a powerful camera engine for Clickteam Fusion 2.5

  1. #111
    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
    vSv's Avatar
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    Thanks!

    I have never used or heard about the Round-function before, so that would probably have been impossible for me to solve on my own. The solution worked perfectly!

  2. #112
    Clicker Fusion 2.5Fusion 2.5 Mac
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    Quote Originally Posted by Volnaiskra View Post
    Hey. Sorry for the late reply. I'm sure there's a way, but I've never tried this myself. I guess you'd want to turn off as many irrelevant features as possible (overshoots, jump lock, etc.), and lock the grey target object to xmouse and ymouse, as close as possible to the final execution group. Does that not work without jitters?

    Though thinking about it, it might not be adequate to just point the camera at the mouse. You might want to point it only a certain distance away from the player, so the player remains close to the centre of the screen. In that case, I guess you'd need to use trigonometry (or perhaps the Adv Direction object) to figure out where to place the grey target so that it's always X pixels away from the player, at the same angle from the player as is the mouse.
    thx for the reply but sadly no
    Game might be too low res to handle small movements properly without some sort of smoothing between volcam and crosshairs following the mouse.

  3. #113
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)

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    Hey, I was wondering if there was a zoom function or a way to zoom in on the sprites or on a specific region on the screen with the camera?

  4. #114
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    Quote Originally Posted by AshraldRails View Post
    Hey, I was wondering if there was a zoom function or a way to zoom in on the sprites or on a specific region on the screen with the camera?
    Hi, I don't know about this camera, but you can "zoom" if you change the scale of an object, that's a cool "trick"

  5. #115
    Clicker Fusion 2.5Fusion 2.5 Mac
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    Feature suggestion @Volnaiskra , would it be possible to perhaps get a debug feature that would lock camera in its current position? would really be useful when capturing footage of a specific thing and you dont want the camera moving around

  6. #116
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    Can't you just deactivate the volCAMERA group whenever you want the camera to freeze?

  7. #117
    Clicker Fusion 2.5Fusion 2.5 Mac
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    Quote Originally Posted by Volnaiskra View Post
    Can't you just deactivate the volCAMERA group whenever you want the camera to freeze?
    yes... yes i can lol
    can believe i didnt think of that.

  8. #118
    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)
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    Hi Volnaiskra!


    I've encountered a problem with the Marshalls and the Overshoot mechanic and/or the X Bias mechanic. I was hoping I could get some solution from you regarding this.


    My problem is that the Overshooting mechanic forces the vCtarget beyond a Marshall even though the player object is already inside a Marshall.

    I understand that one "solution" to this problem is to make the Marshalls wider, but this doesn't really solve my problem as I use Marshalls that pushes Left adjacent to Marshalls that pushes Right as a way to stop the player from seeing through a wall.

    So basically, if I'm using the X Overshoot mechanic and/or the X Bias mechanic and I'm running to the right, I will activate the first Marshall that pushes the camera left (so far so good), but once I'm close to the adjacent Marshall the vCtarget will "jump over" to the adjacent Marshall that pushes the camera Right.
    This causes an issue as I'm now able to see what's on the other side of the wall (or whatever else I used the first Marshall for) for a brief second.
    This is sadly also an issue even if I don't use another Marshall as the vCtarget will just jump to where the first Marshall ends.


    Would love to know if you have any idea for preventing this from happening?

  9. #119
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    I might have solved this with one event. I put this even on a row just after the "execute volCAMERA" folder:

    * vCtargetMicro: overlapped is on
    + X position of vCtarget = X( "vCcamera" )
    vCengine1 : Set xOvershootCURRENT to 0


    For now, this seems to have done the trick. I dunno if this works if the overshoot is really large, but for me it seems to work at least.
    Sigh... it's typical that I would come up with a solution just after posting for help, but maybe it can be of help to someone else having a similar problem.

  10. #120
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    Quote Originally Posted by vSv View Post
    Hi Volnaiskra!


    I've encountered a problem with the Marshalls and the Overshoot mechanic and/or the X Bias mechanic. I was hoping I could get some solution from you regarding this.


    My problem is that the Overshooting mechanic forces the vCtarget beyond a Marshall even though the player object is already inside a Marshall.

    I understand that one "solution" to this problem is to make the Marshalls wider, but this doesn't really solve my problem as I use Marshalls that pushes Left adjacent to Marshalls that pushes Right as a way to stop the player from seeing through a wall.

    So basically, if I'm using the X Overshoot mechanic and/or the X Bias mechanic and I'm running to the right, I will activate the first Marshall that pushes the camera left (so far so good), but once I'm close to the adjacent Marshall the vCtarget will "jump over" to the adjacent Marshall that pushes the camera Right.
    This causes an issue as I'm now able to see what's on the other side of the wall (or whatever else I used the first Marshall for) for a brief second.
    This is sadly also an issue even if I don't use another Marshall as the vCtarget will just jump to where the first Marshall ends.


    Would love to know if you have any idea for preventing this from happening?
    Hey vSv! Thanks for pointing out the problem, and for posting your solution. If it works with your setup, then I think you're good to go. I tried it with my setup, and it solved some of the problem, but not all of it (things still got jittery under certain conditions).

    This will potentially affect my game too, so I've spent the past few days looking deeper into this problem, and I think I've finally solved it. There may still be issues with extreme levels of Xovershoot lock, but that's probably a very rare use case anyway. From what I can tell, my changes solve the problem for Xovershoot, JumpOvershoot, FallOvershoot. and X and Y Bias.

    It's a bit hard for me to separate the changes out from my game and package them into a stand-alone MFA that I can upload. And I'm reluctant to update volCAMERA on the clickstore itself because the last time I did that, it got removed from the store for 4 months or so while it waited in the update queue. So I'm just going to post screenshots of the changes here for anyone who would like to implement them into their own game.

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