Camera movements

andeande Member Posts: 22
edited November -1 in Working with GS (Mac)
Hi, I'm trying to achieve a similar camera movement to the one in a game called Castle by Donut Games.

You start the level and can move the camera around but when you release the camera it tracks back to the start point of the camera.

Any advice would be welcomed.

Comments

  • POMPOM Member Posts: 2,599
    Ok try this:
    Create an attribute - Follow camera - Boolean - False.
    Make an actor and call it- camera controler (invisible) place it on the scene and make it control the camera.
    you gonna have to make Buttons or Joystick to control this actor.
    When you start the level change the attribute to true.
    All the actors in the scene most be inactive when Follow camera is true.
    And your camera controller actor BE active when Follow camera is true.

    Then you gonna need to make a button to finish exploring the scene and start playing , when this button pressed , interpolate scene origins to 0 and change "Follow camera" to false so the level will start.
    you can also destroy the camera controller actor if you want .

    I hope it will help you to start , its just an idea i did not try it myself.

    Roy.
  • andeande Member Posts: 22
    Thank you p-o-m I'll give it a try now
  • andeande Member Posts: 22
    status update:

    When touch is pressed
    Spawn actor
    actor follows mouse/touch
    on touch release
    destroy actor

    this all works fine... but I'm using a move behavior with a vectorToAngle expression and when the spawned actor reaches a certain point I get a wobble and the screen stops moving.

    I'm probably not explaining this properly but basically I want to constantly slide my touch and have the actor follow without stopping or wobbling.

    Any help would be great
  • andeande Member Posts: 22
    ok I'm being dumb... I've just figured everything out.

    I used constrain attribute and it's fine now.
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