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Better Camera Control? demo project included

UtopianGamesUtopianGames Posts: 5,686Member
edited January 2013 in Working with GS (Mac)
Had a mess around today with the motion linear on the camera and think it might be better but see what ya think.

Project attached.



  • beefy_clyrobeefy_clyro Posts: 5,390Member
    I've not made a platformer and played with the controls myself but it does seem quite smooth. Will bare this way in mind should I find myself working on a platformer
  • richcoyrichcoy Posts: 211Member
    Great Darren, thanks for this.
  • carlblanchetcarlblanchet Posts: 755Member
    Really nice!
  • LordNastyLordNasty Posts: 18Member, PRO
    Awesome example! Thanks!
  • Braydon_SFXBraydon_SFX Posts: 8,966Member, Sous Chef, PRO, Bowlboy Sidekick GameSalad Employee
    Very nice - I agree. I think it looks more professional, too.
  • UtopianGamesUtopianGames Posts: 5,686Member
    The difference is subtle but i think it is better, i will have another play soon to see if i can give the hero more field of view when going left and right.

  • SocksSocks London, UK.Posts: 12,822Member
    edited January 2013
    Good stuff Darren, I was thinking about this very issue only last week, how the camera motion kicks in when the actor controlling the camera reaches the camera boundary, I was thinking it would be great to have dampening of some kind, your idea seems to go some way towards a solution. Cheers for sharing this !

  • UtopianGamesUtopianGames Posts: 5,686Member
    Will work on it again and tweak it if I ever make a game that would utilise it.

This discussion has been closed.