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Question - Code camera_set_view_angle bug with tilemap ?

I was playing with the Arena shooter demo from GMS2 in order to understand the new camera system and I faced a really weird behavior (imho) with the camera_set_view_angle function.
I just add this line to the obj_camera, to have the camera view rotating as well when it shake.
Code:
//slowly decay any applied shake
shake *= 0.9;

//screenshake
var cam = view_camera[0]
camera_set_view_pos(cam,camera_get_view_x(cam)+random_range(-shake,shake),camera_get_view_y(cam)+random_range(-shake,shake))
//Line below is the one I've added
camera_set_view_angle(cam,camera_get_view_angle(cam)+random_range(-shake,shake))
But then, when the view is rotating, row and column of tiles near the boundaries of the game windows disapear and then reappear randomly.


Is this an expected behavior because I missed something somewhere with the new camera system ?
 
H

HopFrog

Guest
I am having the same issue. The higher the shake value, the more it rips!
 
This definitely looks to be a bug with the new tile system (and possibly instances in general too) not accounting for view angle properly. Probably best for you to file it!
 
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