Stop Camera Movement

Josuhavictorious

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So I'm working on a small project and in the project there is a library where there is a hidden room far off to the side. I want the character to have to figure out that there is a hidden room without being able to see said room.

The problem I'm running into is that when the character is in the room where are the hidden passageway is, in order not to see the hidden room on the map I had to push it far to the right hand side which I have no problem with, that way it i'snot visible when playing in game.

The issue is when the character is in that room there is a large black abyss gap of nothingness and it just looks funky. Is there a way to stop the camera from scrolling at a certain point?

I don't know if this is possible within the game engine itself or if a plugin is needed.Capture.JPG sss.JPG

Thank you
 

bgillisp

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What most people do is they put the hidden room on another map, and have the player change maps when they find the hidden room, then when they leave they change back. That's how most Aldorea games do their secret rooms.
 

Shaz

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I'd also suggest putting it on another map
 

gstv87

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that's relative to the map's size, so you'll never get the camera to stop unless it's coming close to the edge of the map.
 

Josuhavictorious

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Thanks for the reply's

And right I understand, but I want to specifically create a hidden path where the character goes through a wall and walks on an invisible path leading into the hidden room like in some older Final fantasy games.

I want the player to have to walk through a wall they would otherwise never know to do.

Plus by making an event inside of the room chances are they'll just run into it which I would want to avoid.
 

Josuhavictorious

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Basically in the game, there will be multiple clues leading to the idea that there may be a false wall in the library. So essentially they'd never be able to see it normally and would be able to walk to the location from the false wall.
 

gstv87

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the detection for border can be altered, so you could potentially use region IDs or specific tiles to cordon that area and force the camera to detect a border.
but I think the quickest most simple solution would be to choreograph a sequence involving rapid changes in maps, with no fade out.

have the map with the event in question end at the boundary wall, trigger a map change to a map encompassing the camera's POV plus the reveal of new ground beyond the wall, move the player, frame the new room entirely, and make the final transfer to the actual isolated room.
I seem to remember an old game doing that, probably Shining Force or Star Ocean. That was probably THE oldschool style.
 

Josuhavictorious

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the detection for border can be altered, so you could potentially use region IDs or specific tiles to cordon that area and force the camera to detect a border.
but I think the quickest most simple solution would be to choreograph a sequence involving rapid changes in maps, with no fade out.

have the map with the event in question end at the boundary wall, trigger a map change to a map encompassing the camera's POV plus the reveal of new ground beyond the wall, move the player, frame the new room entirely, and make the final transfer to the actual isolated room.
I seem to remember an old game doing that, probably Shining Force or Star Ocean. That was probably THE oldschool style.

I really like the idea of being able to simply walk along an invisible path to a hidden room with no transfer. I would change the wall tile so the player can walk though it and create black tiles where the character could walk on until the room is in view. It just doesn't solve the black abyss problem. :\
 

Josuhavictorious

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the detection for border can be altered, so you could potentially use region IDs or specific tiles to cordon that area and force the camera to detect a border.
I would really love to learn how to do this method is there any content available online where you can put me in the right direction?

but I think the quickest most simple solution would be to choreograph a sequence involving rapid changes in maps, with no fade out.
have the map with the event in question end at the boundary wall, trigger a map change to a map encompassing the camera's POV plus the reveal of new ground beyond the wall, move the player, frame the new room entirely, and make the final transfer to the actual isolated room.
I seem to remember an old game doing that, probably Shining Force or Star Ocean. That was probably THE oldschool style.
For sure it is the quietest but I just did this and it looks really funky. plus it defeats what i'm actually trying to do. I'm going to see if I can post a clip so you can see what i mean.
 

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