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HTML5 GMS 2 HTML 5 Export Camera Problem

Pedro Y

Member
Hi guys! As you can see in the title of this thread, I am currently meeting a small problem with the HTML 5 export.

I am using Mac OS, and the mac export version of the game works finely, camera following the player. However, I want to put my game on itch.io, so I HTML5 exported the game as a zip, and uploaded it to itch.io. This is when the weird thing happens: all other parts of the game works correctly, but the camera doesn't follow the player around.

In case you are wondering, I am using an o_camera object in my game instead of using the given "player follow" option in the room inspector.

I would really appreciate any sort of answers! Is this a bug or is there something that I should do? Thank you very much!
 

Pedro Y

Member
Does this only happen in HTML5? Or works normal on Windows?
What code did you use on camera?
yes, this does only happen in HTML5, but since I do not have a pc I do not know if it is only on mac.
and for my camera code, here it is:
create event:
GML:
/// @description set up camera
cam = view_camera[0];
follow = o_player;
follow1 = o_player1;
follow2 = o_player2

scroll_x_margin = 0.5;
scroll_y_margin = 0.5;

view_w_margin = camera_get_view_width(cam) * scroll_x_margin;
view_h_margin = camera_get_view_height(cam) * scroll_y_margin;
x_to = xstart;
y_to = ystart;

shake_length = 0;
shake_magnitude = 0;
shake_remain = 0;
buff = 32;
step event:
GML:
if (room = r_1)
{
scroll_x_margin = 0.5;
scroll_y_margin = 0.48;
}


if (room = r_talk) || (room = r_talk1) || (room = r_talk2) || (room = r_death_talk) || (room = r_death_talk1) || (room = r_death_talk2)
{
scroll_x_margin = 0.5;
scroll_y_margin = 0.48;
}

if (room = r_explanation) || (room = r_explanation1) || (room = r_explanation2)
{
buff = 0;
scroll_x_margin = 0.5;
scroll_y_margin = 0.5;
}
else
{
buff = 32;
}


/// @description update camera

view_w_margin = camera_get_view_width(cam) * scroll_x_margin;
view_h_margin = camera_get_view_height(cam) * scroll_y_margin;
//update destination

if (instance_exists(follow))
{
    x_to = follow.x;
    y_to = follow.y;
}
if (instance_exists(follow1))
{
    x_to = follow1.x;
    y_to = follow1.y;
}
if (instance_exists(follow2))
{
    x_to = follow2.x;
    y_to = follow2.y;
}

//update object position

x = x + (x_to - x) / 25;
y = y + (y_to - y) / 25;

x = clamp (x,view_w_margin+buff,room_width-view_w_margin-buff);
y = clamp (y,view_h_margin+buff,room_height-view_h_margin-buff);

//screen shake
x = x + random_range(-shake_remain,shake_remain);
y = y + random_range(-shake_remain,shake_remain);
shake_remain = max(0,shake_remain-((1/shake_length)*shake_magnitude));

//update camera view

camera_set_view_pos(cam,x-view_w_margin,y-view_h_margin);

if (layer_exists("Mountains"))
{
    layer_x("Mountains",x/3);
}
if (layer_exists("Trees"))
{
    layer_x("Trees",0);
}
if (layer_exists("Background"))
{
    layer_x("Background",x +512);
}
room start event:
if (room == r_2) instance_destroy();
 
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