Ideas about camera

Description: Have any suggestions or new ideas for SMBX-38A? This is a place for you. Good suggestions may appear in future versions of SMBX-38A.
Moderators: Lx Xzit, Yoshi021, 5438A38A, Moderators, Semi-moderatos

Lx Xzit M
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Lx Xzit M
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Post #1by Lx Xzit » 1 Jul 2018, 10:14

1.) sysval(playerslitsystem):
A sysval that don't let player-1 and player-2 split cameras, they'll be forced to always be together (like in NSMB games). If the player-1 enters a warp, then the camera will wait some seconds (4 seconds would be ideal) until the player-2 enters the warp too. If the player-2 doesn't enter in these 4 seconds it'll teleported to the other section with player-1. In case there are various warps in screen, the first player who entered a warp will have priority.

The camera will stand at the mid point of both players, meaning if player-1 is to the right side and player-2 to the left, camera will stand in middle.

If player-1 and player-2 are in separated start points, player-1 will have priority so player-2 will be teleported to player-1's ubication.
This whole system is based on NSMB series!

2.) Special properties for NPCs:

NPCs:
.offcamerax: If the NPCs if off-screen in x axis he will not die, dissapear nor stop its behaviour. (Useful if you're using NPCs that can go off-screen)
.offcameray: If the NPCs if off-screen in y axis he will not die, dissapear nor stop its behaviour.

NOTE: These two commands should work only if the NPC it's still on the section, meaning if the NPC is beyond section's limits it'll be killed.

3.) New object: Camera
Parameters:
.x = Stands for the X axis ubication of the camera based on the level's orientation system.
.y = Stands for the Y axis ubication of the camera based on the level's orientation system.
.xsp = Stands for the X axis speed the camera will move (exactly what does the auto-scroll, but having it handle through scripts would be very useful)
.ysp = Stands for the Y axis speed the camera will move

Unlike auto-scrolling, it is important these parameters don't affect the player otherwise it could kill it. Here's an example of how it could be useful (Image by Yoshi021):

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Bomb KickerDX
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Bomb KickerDX
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Post #2by Bomb KickerDX » 1 Jul 2018, 15:26

Lx Xzit wrote:1.) sysval(playerslitsystem):
A sysval that don't let player-1 and player-2 split cameras, they'll be forced to always be together (like in NSMB games). If the player-1 enters a warp, then the camera will wait some seconds (4 seconds would be ideal) until the player-2 enters the warp too. If the player-2 doesn't enter in these 4 seconds it'll teleported to the other section with player-1. In case there are various warps in screen, the first player who entered a warp will have priority.

The camera will stand at the mid point of both players, meaning if player-1 is to the right side and player-2 to the left, camera will stand in middle.

If player-1 and player-2 are in separated start points, player-1 will have priority so player-2 will be teleported to player-1's ubication.
This whole system is based on NSMB series!

That's a great idea, specially when some users have a custom HUD in their levels. :good:
I support these projects:
[list]MARIO & LUIGI - The Great Quest
Super Mario - Rainbow Road
Super Mario Bros.: The Great Adventure
Adventures in 2DU
[/list]

Yoshi021 M
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Yoshi021 M
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Post #3by Yoshi021 » 4 Jul 2018, 18:18

It would also be cool to have .renderX .renderY .width and .height!
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