Timeline for Camera controller in a 2d platformer
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
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| Jul 14, 2014 at 17:40 | comment | added | user6662 | Whoa, this is awesome! Thanks, dude. The third option is what I was thinking with the spline idea - I also thought that it might be possible to use multiple cameras and switch between them in different areas. However, I'll definitely try the first option and see what mileage I can get out of it. | |
| Jul 14, 2014 at 17:32 | comment | added | user6662 | I added a bit to my question to hopefully make it more clear. I realize that I'm not really explaining it very well - it'd be easier if I had a whiteboard or something. :P | |
| Jul 14, 2014 at 17:14 | history | edited | House | CC BY-SA 3.0 | added 1327 characters in body |
| Jul 14, 2014 at 17:05 | comment | added | House | Yep, I'll update. | |
| Jul 14, 2014 at 17:04 | comment | added | user6662 | Sorry, I might not have been clear with my question. This addresses the jumping aspect (especially the different levels; thinking about it, I think that's how it's done in MMX, so thank you for that!), but I'm more concerned about the camera clipping incorrectly. Somehow, camera bounds are set so that you can't see outside the level in a 2D platformer. This behavior overrides the "keep the player in the middle of the screen" rule. Does that make sense? | |
| Jul 14, 2014 at 14:05 | history | answered | House | CC BY-SA 3.0 |