In traditional platformer games you would have a rectangular room where the player can move left or right. And depending on which direction you move in, more of the level will be revealed to you, as you go. How do I do that in gamemaker? As of right now, I just have a square room for a level...
I'm having issues trying to get a good looking vertical parallax. I notice most people just do layer_y(layer_id, y/speed); but this doesn't really work very well, unless your room height is pretty much always the same, sort of a Super Mario level.
I'm trying to achieve a result where if...
I'm trying to make a zoom for my player on a sidescrolling platformer. Currently everything works flawlessly expect when switching from zooming in to out, since the pos is relative to the top left corner and not the center, there's a quick repositioning on switch that looks very ugly.
I've been struggling trying to create a function that converts 2d screen coordinates into a 3d raycast. I think I've found a good way to do it, but it involves transforming a directional vector from camera-space to world-space.
I understand that in order to convert world-space...
I've created 2 cameras.
global.mainCamera = cameraCreate();
global.utilityCamera = cameraCreate();
A cameraController object updates mainCamera's view and projection matrices every frame based on its position and rotation.
I can draw the scene onto a surface like so...
In my player object I have a camera example I followed in this tutorial, but it arch's just right for the camera to be more "first person" like. While this is fine in most cases, I really want to get my Camera to remain inside a fixed set of boundaries (like stopping on walls and such so there's...
Hi, I just published a simple Camera asset on the marketplace.
It allows you to easily create Cameras and it features:
- Camera rotation
- Camera Zoom
- Camera Position
- Screen Shake
- Fixed camera size (independent of screen resolution)
Here's a video of the example that comes with the...
I’ve been following Shaun’s tutorials and have my camera following behind the players character sprite.
How would I change that code to get the camera to be x pixels in front of the player sprite?
I’d like to make the camera be 10 pixels in front when the character walks and 25 when they run...
I have a code that changes the camera view so it's able to see the whole room, but it seems that the port is perpetually stuck at width 1280 and height 720. Those numbers don't even show up anywhere in my code.
Am I missing something here?
/// @description Set Camera
I'm trying to find a resolution that is in between 320x180 and 640x360. That can scale to 1280x720p and 1920x1080p.
For the type of game I'm making the 320x180 is too "close" or "zoomed in" and the 640x360 is too "far."
For the time being I found that 426x240 actually looks like it work, but...
There are many great tutorials for an easy camera setup (for example:
), but in these the camera follows either the obj_player or the mouse, while I need a mostly static view that is only move if the mouse is at or near one of the screen edges or a WASD buttons pressed (like in most top-down...
I am just sharing here a very basic camera 'system'. Nothing innovative, nor elegant, nor fancy... but it works. It follows the player and can zoom / shake / clamp to an area (boss fight) / focus on a specific location. This GMS 126.96.36.1994
I post it here, just in case it can help some...
Yes I'm aware that it's not the best thing to have a view larger than a room, I've given my game a dynamic aspect ratio horizontally as means of better displaying the art created for it without distortion. It works properly so long as the room's width is equal to or greater than the width of...
So my camera is set to follow the player object using the room properties object following system. (The bottom left corner of the IDE under viewports and cameras then under viewport 0 the Object Following object is set to obj_Player). I have a pause menu where it deactivates everything then...
What other games use this type of projection?
I know earthbound, divine divinity and even the cool looking sock sock goes pop pop on this forum use this angle. Also, some platformers also use this style though I am looking for top down rpg style games that use it.
Hey guys, I have a problem with my camera. I created the "between player and cursor" object, using "mean()" function:
Step Event (object between player and cursor):
meanX = mean(PLAYEROBJ.x, mouse_x)
meanY = mean(PLAYEROBJ.y, mouse_y)
x = meanX
y = meanY
So, the problem is speed of the...
I'm not sure if I'm being a complete idiot, but I'm still learning the new cameras system. I've created a room and the camera works fine, doing everything I want it to, but then I add a new layer to the room and then I can't see any objects. I know they exist, since I can see them drawing...