-Dark Martin- The dark is most certainly not your friend
Registered 05/06/2008
Points 21
13th August, 2009 at 13:32:14 -
Okay just trying to figure out the best way to explain my problem...
Right, all frames that aren't set to scroll to a camera object are always pinned at X-0 Y-0, Well sometimes my character will sometimes enter say from the bottom right corner of the frame but just for a brief moment it will display the top left corner of the frame and then fixate on my games camera object.
I use global values for switching between rooms and i'm sure pretty much everyone knows about how its done.
IF: Start of Frame
+IF: Room Entry Value (Global) = 1
Action: Set position to (Corner of room thats is appropriate to logical entry)
It appears on most of the rooms so its a lil annoying, not something a gamer would notice completly but it does annoy me; anyone know a way to make it so that the screen is always fixed on the player and never flickers at the entry of every. single. ROOM?
The problem is probably in the order of your events. Move the camera-related events down to the bottom of the event list (after the events that position the player at the start of the frame.)
Edited by nim
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-Dark Martin- The dark is most certainly not your friend
Registered 05/06/2008
Points 21
13th August, 2009 at 14:28:38 -
Yeah order of events do matter... but i think that only applys in if ther events are all smashed into 1 condition...
um,to avoid the flicker you could either have a fade in type of thing OR
you could have the camera object that starts at x,0 y,0 with a bouncing ball movement at speed 100:
camera object isn't overlapping player:
look at 0,0 of player
camera object is overlapping player:
set alterable value a of camera object to 1
camera object alterable value A = 1
center frame on player
so It sort of scrolls towards the player at start.
Edit: that might be annoying to the player though.