Camera Control Plugin by Tyruswoo

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Started by Tyruswoo 51 posts Page 2 of 3 View original ↗
  1. niltsor said:
    Hi there!


    I've downloaded the plugin and have tried using the command CamFollow to move it to an event but whenever I input the command and start my playtest, my screen is pitch black with only the text bubbles appearing. Any idea what could cause this as Im sure it must be on a mistake on my end. Whenever I delete the plugin command from my even, playest runs fine again. I am fairly new to rpg maker so I might be missing something here.


    Thanks for helping!!



    I'm not sure what the problem is, or if my plugin caused it, but here are a few ideas:

    1. Try putting an autorun event that runs the following:  Fadein Screen, then Erase Event.
    2. Try putting an autorun event that runs the following:  Tint Screen to normal, then Erase Event.
    3. Try getting rid of another plugin.  If getting rid of another one helps as well, then my plugin may be interacting with the other plugin.  If so, please let me know which plugin interacted with it, in case I can find a fix.

    I hope that helps!  Please let me know if you find a solution.
  2. I am getting the following error: 


    cannot read property "update scroll" of undefined


    I have narrowed it down to the "Plugin Command: CamFollow event X" command causing it. This event number (X) varies depending on the map - some maps currently don't have such an event to center to. I would understand that possible being problematic.


    However, what I am noticing though is that the plugin command is being read before other events.

    With respect to my screenshot, I actually get the error without the "test" text appearing. Thus, I am assuming the software is reading the plugin command before the text command which is the first event in this autorun event. 

    If I place the plugin command elsewhere, such as in another conditional branch that cannot be accessed, I get no error messages and the "test" text appears.

    zerr.PNG
  3. Rink27 said:
    I am getting the following error:


    cannot read property "update scroll" of undefined


    I have narrowed it down to the "Plugin Command: CamFollow event X" command causing it. This event number (X) varies depending on the map - some maps currently don't have such an event to center to. I would understand that possible being problematic.


    However, what I am noticing though is that the plugin command is being read before other events.

    With respect to my screenshot, I actually get the error without the "test" text appearing. Thus, I am assuming the software is reading the plugin command before the text command which is the first event in this autorun event.

    If I place the plugin command elsewhere, such as in another conditional branch that cannot be accessed, I get no error messages and the "test" text appears.


    View attachment 44500


    Hi Rink27,

    I think the most likely explanation is that the Event with the chosen ID (12 in this case) does not exist on the map. If an Event 12 exists on the map, it should work, but if an Event 12 does not exist, then that event is "undefined." Therefore, it would be impossible to update the scrolling for an undefined event/object.

    I'm not sure how the program detects that an impossible to run plugin command will be run prior to showing the text. It might have something to do with how the program detects event commands that come after text boxes, to see if multiple text boxes should run together. But I'm just speculating. It makes total sense that, if the plugin command causing the problem is in an inaccessible conditional branch, then no problem will occur. Since you figured that out by testing it, I know you are thinking like a programmer.

    So, I still think that the fix is to make sure that if the plugin command requests Event 12, make sure Event 12 exists on the map, or else the plugin command will fail. If I were to make this plugin ideal, it wouldn't crash the game, but would instead just make an error message appear in the console window. RPG Maker MV's designers were smart enough to put safety stuff in their event commands to prevent errors like that, but my plugin command requires specifics to avoid a crash. Not ideal, of course, but it still will work when given those specifics. I'm busy with school right now, or else I would try to figure out a fix. So, we'll just have to use it as is, for now. Just make sure the Event 12 (or whichever Event ID you choose) is present on the map before you request it.
  4. Tyruswoo said:
    Hi Rink27,


    I think the most likely explanation is that the Event with the chosen ID (12 in this case) does not exist on the map.  If an Event 12 exists on the map, it should work, but if an Event 12 does not exist, then that event is "undefined."  Therefore, it would be impossible to update the scrolling for an undefined event/object.


    I'm not sure how the program detects that an impossible to run plugin command will be run prior to showing the text.  It might have something to do with how the program detects event commands that come after text boxes, to see if multiple text boxes should run together.  But I'm just speculating.  It makes total sense that, if the plugin command causing the problem is in an inaccessible conditional branch, then no problem will occur.  Since you figured that out by testing it, I know you are thinking like a programmer.


    So, I still think that the fix is to make sure that if the plugin command requests Event 12, make sure Event 12 exists on the map, or else the plugin command will fail.  If I were to make this plugin ideal, it wouldn't crash the game, but would instead just make an error message appear in the console window.  RPG Maker MV's designers were smart enough to put safety stuff in their event commands to prevent errors like that, but my plugin command requires specifics to avoid a crash.  Not ideal, of course, but it still will work when given those specifics.  I'm busy with school right now, or else I would try to figure out a fix.  So, we'll just have to use it as is, for now.  Just make sure the Event 12 (or whichever Event ID you choose) is present on the map before you request it.


    It exists on the map the call is on. It does not exist in the map I would have transferred to though. However, it didn't transfer yet. I've resorted to just using "CamFollow x y" and it works. Anyways thanks for the script ^_^ I'm recreating the map shift effect in older 2D Zelda games.
  5. Rink27 said:
    It exists on the map the call is on. It does not exist in the map I would have transferred to though. However, it didn't transfer yet. I've resorted to just using "CamFollow x y" and it works. Anyways thanks for the script ^_^ I'm recreating the map shift effect in older 2D Zelda games.



    That's really cool!  And I don't want to keep you from using my Camera Control plugin (because I love it when people use my plugins!), but you might like checking out a cool Zelda-style camera plugin by Jeremy Cannady:


    MapScroll v2.0:  




    Your adventuring companion,


    Tyruswoo
  6. Tyruswoo said:
    That's really cool!  And I don't want to keep you from using my Camera Control plugin (because I love it when people use my plugins!), but you might like checking out a cool Zelda-style camera plugin by Jeremy Cannady:


    MapScroll v2.0:  





    Your adventuring companion,


    Tyruswoo

    Oh wow ._.

    I've already invested so many hours implementing yours xD
    Movement is semi-disabled in mines. Major movements are achieved by pressing one directional button or clicking movement icons/pictures on the map.

    If it doesn't auto scroll for Move Route commands then your script would be better for the system I've developed =X (Since Move Routes is what visually show the character doing major movements)

    EDIT: It seems to be fixed on a 13 by 17 dimension. My maps are 13 by 22 lol.
  7. Hey.
     



    Is it possible to enable this script to maintain the camera lock even when you "teleport/transfer player" to a spot on the same map? It throws off the focus. The work around I did was a CamFollow command immediately after the transfer player command. With the right co-ordinates the camera didn't shift with the transfer player command.


    I was trying to figure out a way to obtain the location of the center tile of the map, so that I can just run something like CamFollow \v[1] \v[2] (x and y co-ordinates) for simplicity, but I don't know how to obtain such a location. Using variables also causes the screen to blacken.

    My workaround is just manually inputting actual coordinates into CamFollow x y for relevant maps.
  8. I have a problem where I can't get the camera exactly in centered in the middle. (Using 960 x 576 custom resolution and a 22 x 14 map). I'm trying to allow the player to walk off the screen to go to the next map, but I need everything to stay still so they can't see the background picture's white border. For example picture 1 is CamFollow 11 7 and picture 2 is CamFollow 11 6. One has the border too high and the other too low.


    In short I need the camera positioned exactly on the tiles.


    Untitled1.png


    Untitled2.png

    Untitled3.png
  9. Hello! I want to use this plugin, but it just doesn't seem to be very functional to me. When I set it to CamFollow an event that will jump around the page and move around, all I get is the parallax background. Acres and acres of... nothing. An example might be as follows: I set it to CamFollow EV001. Not only does it not follow that event, which does exist on the map, it sends the camera at a fixed point way off sight. I've been toying with it as a parallel to an autorun for a rather important cutscene -- I need to be able to have the camera go throughout the map while the event with the image of the character moves forward in his path. What am I doing wrong? I always set it as instructed: CamFollow Event ID: (in theis case EV001), but it never works. 
  10. Cipher001 said:
    Hello! I want to use this plugin, but it just doesn't seem to be very functional to me. When I set it to CamFollow an event that will jump around the page and move around, all I get is the parallax background. Acres and acres of... nothing. An example might be as follows: I set it to CamFollow EV001. Not only does it not follow that event, which does exist on the map, it sends the camera at a fixed point way off sight. I've been toying with it as a parallel to an autorun for a rather important cutscene -- I need to be able to have the camera go throughout the map while the event with the image of the character moves forward in his path. What am I doing wrong? I always set it as instructed: CamFollow Event ID: (in theis case EV001), but it never works. 



    Use this:


    CamFollow event 1


    It needs to have a space after "CamFollow", and another space after "event".  You can use lower-case "event" or capitalized "Event".  The event ID should be written without any zeros at the front, but can be any event ID.


    Using "CamFollow EV001" won't work, unfortunately.  That's a good point that I could either make that functional, or otherwise add a YouTube video with instructions to explain it.  However, I'm super busy with school right now, so I won't be able to make a video or any changes to the plugin right now.


    Let me know if you have any other problems!
  11. ZcheK said:
    I have a problem where I can't get the camera exactly in centered in the middle. (Using 960 x 576 custom resolution and a 22 x 14 map). I'm trying to allow the player to walk off the screen to go to the next map, but I need everything to stay still so they can't see the background picture's white border. For example picture 1 is CamFollow 11 7 and picture 2 is CamFollow 11 6. One has the border too high and the other too low.


    In short I need the camera positioned exactly on the tiles.



    Hey, I can't think of any easy fix for this on the side of my Camera Control plugin.  The Camera Control plugin will always be centered on a tile if you are using x and y coordinates, as you are using.  I don't have a way to center on fractions of a tile, at this point, and since I'm super busy with school, I don't expect to be able to add that to the plugin anytime soon.


    Or, perhaps even better, change the size of the viewport you are using for your project.  This should be in Yanfly's Core plugin:  http://yanfly.moe/2015/10/09/yep-1-core-engine/


    The first few parameters in the plugin include:

    • Screen Height
    • Screen Width

    Change those to match the size of the image you are using, and this should fix it!


    If that doesn't work, try editing the image.  Change the size of the image slightly, and add blackness around the edge.  Or, you could use background tiles that are black.


    Let me know if Yanfly's plugin fixes the issue, or if you have any other problems.
  12. Rink27 said:
    Hey.
     



    Is it possible to enable this script to maintain the camera lock even when you "teleport/transfer player" to a spot on the same map? It throws off the focus. The work around I did was a CamFollow command immediately after the transfer player command. With the right co-ordinates the camera didn't shift with the transfer player command.


    I was trying to figure out a way to obtain the location of the center tile of the map, so that I can just run something like CamFollow \v[1] \v[2] (x and y co-ordinates) for simplicity, but I don't know how to obtain such a location. Using variables also causes the screen to blacken.

    My workaround is just manually inputting actual coordinates into CamFollow x y for relevant maps.



    Hey, adding support for variables, and adding support for maintaining focus on an event when it is teleported/transferred, are both excellent ideas for ways to improve this plugin!  I won't be able to get to any of these changes right now, though, since I'm really busy with school.  I'm glad you've found a work-around that you can use for now.


    Let me know if you have any other suggestions.
  13. Tyruswoo said:
    Hey, I can't think of any easy fix for this on the side of my Camera Control plugin.  The Camera Control plugin will always be centered on a tile if you are using x and y coordinates, as you are using.  I don't have a way to center on fractions of a tile, at this point, and since I'm super busy with school, I don't expect to be able to add that to the plugin anytime soon.


    Or, perhaps even better, change the size of the viewport you are using for your project.  This should be in Yanfly's Core plugin:  http://yanfly.moe/2015/10/09/yep-1-core-engine/


    The first few parameters in the plugin include:

    • Screen Height
    • Screen Width

    Change those to match the size of the image you are using, and this should fix it!


    If that doesn't work, try editing the image.  Change the size of the image slightly, and add blackness around the edge.  Or, you could use background tiles that are black.


    Let me know if Yanfly's plugin fixes the issue, or if you have any other problems.



    I'm already using a plugin to change the screen height and width to 960 x 576, which is exactly a 20 x 12 map as each tile is 48x48. This displays perfectly (no borders) with my parallaxes or pictures of the same resolution. To use your plugin I created an background image 1056x672 with a 48x48 pixel white border which fits a 22x 14 tile map, but when I try to set the camera view in the middle, it's always off by half a tile on one side, revealing the white border.


    Maybe I'm doing something wrong I don't know.
  14. Hi there, nice Plugin u got here ...sadly I also got the problem that it alters the movmentspeed of my events. I hope you get that bug out, as its quite a annoying one :/ :)
  15. Nomi said:
    Hi there, nice Plugin u got here ...sadly I also got the problem that it alters the movmentspeed of my events. I hope you get that bug out, as its quite a annoying one :/ :)



    Thanks for letting me know!  Hopefully I pass my tests for school and things settle down so I can do some more work on these plugins!


    In the meantime, if you or any of your friends can help out my team with a dollar or two at our Patreon site, I may be able to get McKathlin or one of our other team members to work on our plugins some more a bit sooner!
  16. Any chance to get the download link for the plugin? The link in first post seems dead and I could really use the camera movement control :)
  17. Woland said:
    Any chance to get the download link for the plugin? The link in first post seems dead and I could really use the camera movement control :)

    Fixed the download link! Thanks for letting me know!
  18. Works like a charm! Both link and plugin.
  19. Hey Tyruswoo,
    Thanks for your plugin first of all.
    I'd like to ask what do you mean by saying : combination with Map Scroll.
    I am trying to creat a lookout point somewhere far from player and, fortunately it's done thanks to your plugin.
    But how can I control the speed of the camera? What should I do to combine this plugin with Map Scroll?
    Thanks !!!

    BTW, I found this plugin is somewhat incompatible with Yanfly's damage floor.
  20. SEIFERA said:
    Hey Tyruswoo,
    Thanks for your plugin first of all.
    I'd like to ask what do you mean by saying : combination with Map Scroll.
    I am trying to creat a lookout point somewhere far from player and, fortunately it's done thanks to your plugin.
    But how can I control the speed of the camera? What should I do to combine this plugin with Map Scroll?
    Thanks !!!

    BTW, I found this plugin is somewhat incompatible with Yanfly's damage floor.

    There is a "Scroll Map" event command found in the event editor. If you create or edit an event, then double click under Contents to add an event command, you'll find the list of commands that on page 2 under "Movement" at the fourth command down says "Scroll Map...". If you use that Scroll Map command, it causes the map to scroll. You can use this to move the camera, as well, but using my Camera Control plugin with it allows for more options. In some circumstances, the Scroll Map command is sufficient for a cutscene, but under other circumstances, the Camera Control plugin can be better, or at least easier.

    Thanks for the compatibility/bug report. What problem did you have when using them together? Can't promise I'd be able to fix it, but I'd be interested what conflict you noticed.