interpolate vs move-to when using camera control on actor?

jsorr2jsorr2 Member Posts: 279
edited November 2014 in Working with GS (Mac)

I'm wondering if interpolate movement is better when using camera control on the main actor?
I use "move to" currently and when the actor controls the camera its obvious that the actor stops every half a second which ruins the illusion of smoothness.

Therefore, would using interpolate make camera control smooth while being confined to a grid?

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Answers

  • ashtmjashtmj Member, PRO Posts: 405
    edited November 2014

    I'd go with two actors and do this:

    Make 2 real global attributes called

    Player X
    Player Y

    player actor:

    Constrain game.player X to self.positionX
    Constrain game.player Y to self.positionY

    and in the camera actor:

    Constrain self. motion. liner velocity X to 5(game.playerX-self.position.X)
    Constrain self. motion. liner velocity Y to 5
    (game.playerY-self.position.Y)

    the reason begin, interpolate overrides just about everything else, so using self motion keeps the moment easier to control.

    you can see this type of movement in action starting at about the 6 min mark of this video.

    Hope this info helps :)

  • jsorr2jsorr2 Member Posts: 279

    @ashtmj said:

    player actor:

    Constrain game.player X to self.positionX
    Constrain game.player Y to self.positionY

    Thanks for the reply!
    That's a genius way of doing the camera; in the video it looks fantastic.

    When you say constrain game.player x to self position x, is that for the camera or to move the main character (actor)? The main movement I use in my game is move-to because I need to move on a grid.

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