Extra Cameras

Tsukihime

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I've released a couple videos demonstrating the development of "extra cameras".


It started off with this:




Basically, the cameras were fixed and so if you moved out of the area, it couldn't see you anymore. Which is fine.


I then went and added support for fixing the camera screen's position, so you could put it on a wall for example and watch things happen elsewhere




Support for targeting characters was added afterwards, along with additional camera customization options such as the origin of the viewport (center, upper-left)




What other features would you like to see?
 

sokita

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Th-that means, CCTV? Feature to be able watch event from other maps, of course.
 
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Tsukihime

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Th-that means, CCTV? Feature to be able watch event from other maps, of course.
"Other maps" would require a script that allows you to actually load another map.


Which is possible, but may be easier to just put multiple rooms in the same map and then just set a camera in one of the other "rooms"
 

Sarlecc

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Strangely the first thing that came to mind when I saw this was a split screen rpg or platform game for like two players. :)

Though that would require lots of other scripts over and above this.

Another thing this could be used for is some strange puzzle where you control three or more objects at once (one in each camera screen) with each one moving in a different direction to solve it. Like in order for camera one's object to proceed through a gate you must get object two and three standing on buttons.

Edit: can't wait to try it ;)
 
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Tsukihime

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Since there's been a lot of requests for split screen...
 
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AwesomeCool

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Awesome idea!

Love the split screen (good for multiple parties maybe).

I love your scripts.
 

estriole

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"Other maps" would require a script that allows you to actually load another map.

Which is possible, but may be easier to just put multiple rooms in the same map and then just set a camera in one of the other "rooms"
Other map please :D . it would be awesome...

somehow i imagine this scenario:

- using high resolution dll - so it will be easy to see even the screen split..

- split the screen to two.

- create 2 player script...

- using action battle system... (need to mod a little to show the 2 player hp etc...) - it's because no need to change scene which can disturb other player...

- 2 people playing the game roaming the world separately :D .

or just something like this...: (simpler)

- using high resolution dll - so it will be easy to see even the screen split..

- split the screen to two.

- create 2 player script...

- make harvest moon game which can be played by two people... divide the labor. one tending livestock while other planting crops :D .

  one goes fishing for food... one going to market to buy some flour... of course it would be better if it's male - female actor (setting probably newly wed couple decide to buy a farmland in countryside)... :D

i think the later scenario would be easier to make :D . and two person harvest moon never exist until now. so it would bring new sensation to the player. :D .

edit: i forgot... we need to rewrite the Game_Map then :D . since it only support one map. :D .
 
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Tsukihime

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The entire default game is written on the assumption that there's only going to be one player, or at least one player that is actively controlling the game (and therefore, you can't be on multiple maps simultaneously, and there is no need to have more than one set of actors or troops or anything)


I basically took out everything the default map spriteset does and turned it into a camera manager, and each camera does basically what the default map spriteset did (my main issue with the default spriteset is that it is designed around a single map, which doesn't work now).


The design is still based on a one-player approach though, so each camera still pulls from $game_map rather than holding an instance of a Game_Map object (as that would be more than simply a change in the view)
 

estriole

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you're right... after some quick thought... we need to rewrite lots of things to make two player can roam different map.

for example when player 2 transfer to other map... (only player 2 that transfer... player 1 not)...

or when player two interact with something/open menu player 1 can still move. (ex: player 2 open menu or talk to npc... it would be a problem for player 1 if it frozen and can't do anything :D :D)

it won't be easy i guess.

when you release this camera script... and i have free time...(for now i'm super busy IRL >.<)... i guess i will try playing around it :D . suddenly i just want to try making 2 player harvest moon :D .
 
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Rikifive

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LOL it looks so awesome! Perhaps that would be great for my local-coop game! xD
 

Marsigne

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LOL it looks so awesome! Perhaps that would be great for my local-coop game! xD
local-coop game? lemme plaaaayyy xD

@Tsukihime - That script looks nice! haven't seen anything like that before :) Good for spying Raxel, lol. I think it's by now in one single map only, right? do you plan to make it the camera be able to see characters from other maps? it's nice anyways :)
 

Rikifive

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local-coop game? lemme plaaaayyy xD

@Tsukihime - That script looks nice! haven't seen anything like that before :) Good for spying Raxel, lol. I think it's by now in one single map only, right? do you plan to make it the camera be able to see characters from other maps? it's nice anyways :)
You'll be able to play it, when it'll be ready. ^^ (I can tell local coop is really fun! [even if I have just few test maps so far]) =)

I don't think it'd be possible, as the engine doesn't render other maps besides the active one... (events are inactive etc.) But actually who knows? Perhaps doing ultra complex script would do the thing? I would love to see that. =P
 
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Tsukihime

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The script was mainly a commission, though I'm not really sure whether that project is still going on.


Anyways I will probably release this after cleaning up some things and implementing some features that I think would be useful (that weren't requested).


Regarding loading data from other maps, in general that is possible. It is the idea behind my implementation of Map Layers, where you just make multiple maps and have the game load all of them up. However, I'm not sure if I will implement that since it does not seem practical unless you have scripts that allow you to maintain multiple maps in real-time.
 

Lecode

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Awesome. I really like the idea.
 

LTN Games

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Awsome idea, be a great addition to my modern game, so I can add allow my protagonist to hack cameras and see if there are enemies up ahead. :)
 

NPC

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FNAF RPG here we come.
 

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