ID:167202
 
Hmm, I've been working on a Zelda game with pixel movement, but It looks awful when the camera only changes every 32 pixels. Does anyone know how I could abandon byond's default camera and make it move to every pixel? I can't figure it out at all.
Currently, there are no pixel offsets for the client.eye, but what you can do is create a seperate obj that follows the player and set that to the client.eye. That's the trick I've been using anyways.
Basik wrote:
Hmm, I've been working on a Zelda game with pixel movement, but It looks awful when the camera only changes every 32 pixels. Does anyone know how I could abandon byond's default camera and make it move to every pixel? I can't figure it out at all.

At the moment you can't move the camera on a per-pixel basis. What you can do, though, is something like moving the entire screen once the player reaches the edge of it, or moving the screen every few tiles instead of every 1.
Look up client.pixel_step_size
In response to Jon88
Jon88 wrote:
At the moment you can't move the camera on a per-pixel basis. What you can do, though, is something like moving the entire screen once the player reaches the edge of it, or moving the screen every few tiles instead of every 1.

I tried that, but it looks all crappy.
In response to Jp
Jp wrote:
Look up client.pixel_step_size

Pixel step size does nothing for the camera.
In response to DarkCampainger
DarkCampainger wrote:
Currently, there are no pixel offsets for the client.eye, but what you can do is create a seperate obj that follows the player and set that to the client.eye. That's the trick I've been using anyways.

That doesn't work for me.
In response to Basik
Really? How did you do it? Was it something like:

mob/proc/SetUpCamera()
if(client)
var/obj/O = new(loc)
client.eye = O
walk_towards(O,src)


That's really all it takes. And then whenever your mob moves over a square, the object will follow but will scroll the screen like normal.

If that is what you had, but you didn't like the effect, then I don't think there's anyway to do it besides manually displaying everything.
Basik wrote:
Hmm, I've been working on a Zelda game with pixel movement, but It looks awful when the camera only changes every 32 pixels. Does anyone know how I could abandon byond's default camera and make it move to every pixel? I can't figure it out at all.

If it's the nes version, all you have to do is focus the center on the area.
It sounds like your doing more of the snes version, unfortunatly from what I can remember the bigger areas in the game made the camera focus on link. There is no way currently to make the camera focus by pixels. Sorry if I was not a big help.
In response to Tazor07
Tazor07 wrote:
If it's the nes version, all you have to do is focus the center on the area.
It sounds like your doing more of the snes version

Neither, I'm using the GBA sprite's. Although I can't say what I'm using them for yet.