That should be fixed now, check the script in pastebin (I'll update the demos later today). Let me know how it works.EDIT2:
Unfortunately, the whole screen gets messed up if my map is smaller in dimensions than my game resolution with this script.![]()
I suppose I could just fill the place with black abyss or some background, but it is still annoying to remake all the maps I made yet again. >.>
I'm not sure if I understand what you mean, but try lowering even more the Deceleration Value (try 8?). Or maybe you want the camera to follow the player/events like it does in vanilla Ace, without deceleration?I do notice one thing, however. If the player walks straight up and is stopped by e.g. the map edge, it is noticeable that the camera is fractionally behind the player, as it continues to move for a moment or two after the player has stopped. I thought I needed to tweak the Deceleration Value (and, btw, the header says the default is 22, whereas in the script itself it is 38), but that doesn't seem to do it. I dropped it down to 18 with no difference that I could see. The distance walked is about 15 tiles, so there is enough time for the camera to fall behind. It's not noticeable if it's just a few tiles. What should I adjust?
Thanks.
Awesome! And I'm glad you like it. I look forward to watching that cutsceneLowering the deceleration value even further worked. The problem with the slight camera lag is that I have autodash enabled as the default and if the player is moving around obstacles at some speed in an otherwise open area (e.g. avoiding a statue on a large floor) or suddenly changing direction, there was a slight feeling of sea-sickness after a while. It may be that my eyes are more vulnerable to seeing this effect than others' so that it's only a problem for me personally.
Anyway, thanks, it's now sorted. Great script - I've re-written a previously static cut scene to take advantage of the capabilities I now have.
Hello Sixth! could you make a demo (blank project + animations + Enhanced Camera) showcasing the problem? I tested the animations and I don't find anything wrong with their display, maybe I am overlooking something. Thanks.Thanks for the fix, it works!
But just now, I encountered another issue...
The animations won't follow the player/events correctly.
For example, I put an animation to be shown on the player after every second (plus the animation time), and the player can still move freely, but when he moves, the animation gets away from the player too quickly. The longer the player moves in a direction, the further the animation will get from the source (from the player in this case).
Same happens when the animation targets an event.
The moment the camera starts moving, the animation position breaks.
I guess the animations are not synchronized with the new camera movement.
I hope you can fix this too! *-*
Oh, try to look for the ones that may do something to animations directly first (I think I saw a script by Victor that did something to animations). Let me know when you find it and I'll make a compatibility patchIt seems to be a script conflict, because it won't happen in a new project.
I will try to find the script which causes it now. It can take a while, I got many custom scripts installed.
Hello! It's probably an incompatibility. What script are you using to make the parallax maps? Can you make a demo with the parallax maps, the events and Enhanced Camera for me to see the problem?I do believe I've found a bug. I don't think your camera script is compatible with paralax maps. When tested on a base tile map it runs perfectly but when I attempt to load a paralax map with no tiles on it, it freezes half way through the evented scroll I have in place.

Same, I love the script but now all of the events I use to overlay tilesets are off base.Great script!
One issue I have to mention before I head out to class is that it seems to offset events a little. This is only noticable if you're using events as a third layer. I have included an image detailing the problem, but I should mention I also have a bunch of other scripts running in the game and haven't tested this script on a vanilla project yet.
Other than that (if it isn't an exclusive issue on my end,) this script is PERFECT!
I'll take a look at it as soon as I have free time.Greetings, I discovered an incompatibility with MGC's Map Zoom script. Both scripts could do wonders in conjunction and I'd just like to inquire if you fine folks would be interested in checking it out if I were to link an example project.
Basically, what happens - the map gets centered and borders are black. I tried to pinpoint the incompatibility, and suspected changes in the Game_Map class, but apparently the issue lies somewhere else.
Thank you for your time.
Great script!
One issue I have to mention before I head out to class is that it seems to offset events a little. This is only noticable if you're using events as a third layer. I have included an image detailing the problem, but I should mention I also have a bunch of other scripts running in the game and haven't tested this script on a vanilla project yet.
Other than that (if it isn't an exclusive issue on my end,) this script is PERFECT!
Hello! Thank you both for your comments. The problem you report dissappears if you use the Event Jitter Fix (which I think it is included in the latest versions from Ace, but here's the link http://forums.rpgmakerweb.com/index.php?/topic/17448-event-jitter-fix-display-rounding-error-fix/ ).Same, I love the script but now all of the events I use to overlay tilesets are off base.![]()
Thank you very much!Absolutely stunning! Great job.