DYNRPG ADVANCED CAMERA CONTROL?
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Hi people, I saw some projects that try to make a game using
pixel movement system using pictures for graphics, but the problem
of use that system is the limit of have maps of 20x15 (320x240), because
if you make the map with more size you can't have control of the camera
like using charsets (normally the camera position is always based in the
hero position)
so the idea is, a plugin for put the camera in a position based in a variable (x-y)
so maybe can be made a
save hero position x
save hero position y
Camera position - take X from hero position x
take Y from hero position y
pixel movement system using pictures for graphics, but the problem
of use that system is the limit of have maps of 20x15 (320x240), because
if you make the map with more size you can't have control of the camera
like using charsets (normally the camera position is always based in the
hero position)
so the idea is, a plugin for put the camera in a position based in a variable (x-y)
so maybe can be made a
save hero position x
save hero position y
Camera position - take X from hero position x
take Y from hero position y
It should be perfectly possible to make a plugin like that... to some extent anyway, which would reproduce the effect which you want.
I want to mention that you can still have control of the camera even without a plugin though. There are 2 ways of doing this:
1. Recreating the entire maps as pictures themselves, and you move the image and objects therein rather than the hero
2. Moving the camera alongside an invisible hero, where the hero is following the movements of the picture based hero closely.
In the latter solution, you will still be constrained to having the camera move in entire tiles, but with the addition of some algorithms to compensate for the movement of the camera, there's nothing limiting you from having maps bigger than 20x15 tiles while using pixel based movement
I want to mention that you can still have control of the camera even without a plugin though. There are 2 ways of doing this:
1. Recreating the entire maps as pictures themselves, and you move the image and objects therein rather than the hero
2. Moving the camera alongside an invisible hero, where the hero is following the movements of the picture based hero closely.
In the latter solution, you will still be constrained to having the camera move in entire tiles, but with the addition of some algorithms to compensate for the movement of the camera, there's nothing limiting you from having maps bigger than 20x15 tiles while using pixel based movement
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