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Posted on 07-31-11, 12:00 am
Newcomer


Karma: 5
Posts: 1/8
Since: 07-30-11
I have some promblems with my camera view in one of my levels.
What should I do?

I have five bullet bill launchers superimposed which I let fire to the right side.
When I jump at them the camera don't zoom with me.
Than I have to land on a spinning jump board.
Then when I shoot myself into the air I have to land on a bullet bill launcher.
But the view is to high so I can't see the launcher.

Please help me
Posted on 07-31-11, 01:34 am
Buster Beetle


Karma: 344
Posts: 121/464
Since: 06-29-11
Posted by Snodog
I have some promblems with my camera view in one of my levels.
What should I do?

I have five bullet bill launchers superimposed which I let fire to the right side.
When I jump at them the camera don't zoom with me.
Than I have to land on a spinning jump board.
Then when I shoot myself into the air I have to land on a bullet bill launcher.
But the view is to high so I can't see the launcher.

Please help me


Set the stick to bottom height to 15 in the view. You did make the view big enough for your level right?
Posted on 07-31-11, 03:25 pm
Super Luigi
( ͡° ͜ʖ ͡°)

Karma: 7605
Posts: 422/4383
Since: 06-08-11
Yeah. Increase the "camera stick to bottom height" of your view (this is a new feature in 5.2, you won't find it in 5.1)

Also, do you see the 16x16 blocks grid in the level editor? If there's a 16x16 block without objects, the camera will NEVER zoom into it, even if there are sprites in it. That might be your problem. Put some objects and it will work.
Posted on 07-31-11, 03:37 pm
Buster Beetle


Karma: 344
Posts: 123/464
Since: 06-29-11
Posted by Dirbaio
Yeah. Increase the "camera stick to bottom height" of your view (this is a new feature in 5.2, you won't find it in 5.1)

Also, do you see the 16x16 blocks grid in the level editor? If there's a 16x16 block without objects, the camera will NEVER zoom into it, even if there are sprites in it. That might be your problem. Put some objects and it will work.


Oh yeah, this could be the case. Add some object2 tiles from the 2nd object list. Put them at the top left corner of each 16x16 grid. Of course, leave them transparent. Or, any solid object will do it. 00 00 01 00 behavior tiles will allow panning. So will powerups. 00 00 00 00 will not allow panning.
Posted on 08-24-11, 07:21 pm
Newcomer


Karma: 5
Posts: 4/8
Since: 07-30-11
Thanks guys
It worked and now my level is finally done.
I'm going to upload the game when World 1 is done
So than I post it with the link
Posted on 11-04-11, 03:47 am
Goomba


Karma: -51
Posts: 2/33
Since: 11-04-11
I read this but it doesnt help my problem. Why does the camera not move up even though I wall kick out of screen?
_________________________
Posted on 11-13-11, 02:21 pm
Fuzz Ball
KirbyFanatic64 (LOL)

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Posts: 1/950
Since: 11-13-11
What does the "camera stick to bottom height" do? And Why It's set to 15?
_________________________

Great games must be fun, not fancy.

Music Hacker needed! PM me if you wish!
Posted on 11-13-11, 02:31 pm
Fuzzy
Full mod

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Posts: 274/784
Since: 06-28-11
That is how far the camera will scroll vertically above the screen. 15 is the maximum and 0 would be no vertical scroll.
Posted on 11-13-11, 03:16 pm
Fuzz Ball
KirbyFanatic64 (LOL)

Karma: 1256
Posts: 3/950
Since: 11-13-11
Thanks! Now I get it.
But, what about the others? (camera top/bottom offset and camera top/bottom offset special)

_________________________

Great games must be fun, not fancy.

Music Hacker needed! PM me if you wish!
Posted on 11-14-11, 10:12 pm (rev. 2)
Buster Beetle


Karma: 344
Posts: 382/464
Since: 06-29-11
Posted by MarioSunshine
Thanks! Now I get it.
But, what about the others? (camera top/bottom offset and camera top/bottom offset special)


Picture a 4 by 4 tile (64 pixel) box in the middle of the DS screen. The outer line of this box is the default position where the game sees Mario, and scrolls the camera. Changing the offsets will move this point up or down. The top offset is where Mario has to make contact with the top line to start the camera moving upward. The opposite is true for the bottom offset. The "special" offsets are used when Mario is on a vine, and other sprites that will disable the normal camera scroll. I have not researched what all the sprites are that can do this, but the vine is one for sure.

The values are measured in pixels, and are positive or negative. Remember one tile is 16 pixels, so multiples of 16 will be tile distance.

So increasing the top offset numerically/positive will make the camera start to scroll closer to the center of the screen. Negative/decreasing numbers will start the camera scroll closer to the top of the screen, delaying the camera scroll.

For the bottom offset, positive/increasing the number will start the camera scrolling later (farther from center). Negative/decreasing it will start the scroll closer to the center of the screen.
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