ID:133775
 
Are the any plans on allowing the camera to be offset by pixels so that if someone does pixel movement it doesn't look god-awful?
Since BYOND is built on tile-based movement, I doubt it.
Popisfizzy wrote:
Are the any plans on allowing the camera to be offset by pixels so that if someone does pixel movement it doesn't look god-awful?

There is no camera. There is only a client.

Client pixel offsets are on the list, just not the immediate-future list.

Lummox JR
In response to Lummox JR
Er, yea, the client. As long as they're there, I suppose.
In response to Kaiochao2536
Objects/screen objects support pixel offsets, so it wouldn't be a bad idea to allow offsets for the client eye.
In response to Lummox JR
Lummox JR wrote:
There is no camera. There is only a client.

Which is a big problem on BYOND. In any game making utility you'd have control over some camera object, on BYOND we're very limited. I think it'd be better if we separated the camera from the client, something I thought should've been done with <code>client.eye</code> a long time ago.
In response to Crashed
Crashed wrote:
Lummox JR wrote:
There is no camera. There is only a client.

Which is a big problem on BYOND. In any game making utility you'd have control over some camera object, on BYOND we're very limited. I think it'd be better if we separated the camera from the client, something I thought should've been done with <code>client.eye</code> a long time ago.

I thought it already was?
You could try offsetting the interface element instead. :)
In response to Foomer
Yeah... just because its not specifically called the camera doesn't mean client.eye isn't in effect the camera xD