Galv's Cam Control MZ

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Started by Galv 61 posts Page 2 of 4 View original ↗
  1. ganges said:
    In my environment, it's not possible to change the speed when focusing on the player.
    Whether I set the focus speed to 0 or 10,000, there is no change.
    It works when focusing on non-player events.
    It seems I must have broken that at some point - thanks for letting me know, I will fix it when I get some time.

    Nova By Creative Robot said:
    @Galv Do you think you'd add a feature to set the Camera Size in the future? I know that you can also achieve this by using zoom, but unlike zooming in to a specific value. We'd be able to get a better idea of what's included in the screen and what is not.
    Sorry, I don't have any plans to add anything like that.
  2. Updated to version 1.6 to fix the player target speed camera.
    MZ Cam Control
  3. Galv said:
    Updated to version 1.6 to fix the player target speed camera.

    Quick fix! Thank you so much!
    The focus speed to the player could be changed properly!
    Kind regards,
  4. Hey mate. I've noticed that when I have the camera zoom in and a bust is shown in dialogue, the bust is magnified as well. Is there a way to make the busts not zoom in with the camera?
  5. Thanks for letting me know... I'll add that to my wish list of things I'll do one day.
  6. Thank you mate. Love your mapping and busy plugins. My game wouldn't be itself without it!
  7. Hey Galv,

    Thanks as always for the plugins man.

    Quick bug report: If you use the focus command on a scroll loop map you get some strange behaviour. Depending on the speed and the character position I've seen the screen on continuous loop and a position in the middle of the loop. Tested on a 20 x 13 horizontal looping map with a 960 x 540 resolution. I tried playing with the move speed and I was able to get a couple different results but none of which are the map intention.
  8. Thanks for the report, I hadn't tested with looped maps. I've added that to my to do list to look into.
  9. TrentL111 said:
    Hey mate. I've noticed that when I have the camera zoom in and a bust is shown in dialogue, the bust is magnified as well. Is there a way to make the busts not zoom in with the camera?

    The default screen zoom functionality includes "Show Pictures" as part of the screen that zooms. I don't plan on changing how those pictures work with this plugin. My 'Message Busts' plugin, however, works as intended with the zoom functionality of this plugin.


    stevenblanc said:
    Hey Galv,
    Quick bug report: If you use the focus command on a scroll loop map you get some strange behaviour. Depending on the speed and the character position I've seen the screen on continuous loop and a position in the middle of the loop. Tested on a 20 x 13 horizontal looping map with a 960 x 540 resolution. I tried playing with the move speed and I was able to get a couple different results but none of which are the map intention.

    I've tested the plugin on a looped map, and can replicate odd event issues when using a map that is smaller than or same size as the screen.
    It seems to work fine with looped maps larger than the screen size, where it has an off-screen tile to do the "move event from one side of the map to the other" trick (as it doesn't make multiple events for the loop). I recommend if doing this, make the map larger than your screen size.

    Also... an update.
    Updated to version 1.7.
    Now includes 'wait for camera' plugin command to wait for the camera to reach the target before moving to next event command. Obviously, use this responsibly - if you target the camera on a moving event and then 'wait for camera'... you might be waiting a while if the camera never quite reaches that event as it runs away.
  10. Galv said:
    I've tested the plugin on a looped map, and can replicate odd event issues when using a map that is smaller than or same size as the screen.
    It seems to work fine with looped maps larger than the screen size, where it has an off-screen tile to do the "move event from one side of the map to the other" trick (as it doesn't make multiple events for the loop). I recommend if doing this, make the map larger than your screen size.

    Awesome work Galv. Doesn't quite help for the particular map I had I was working on as I was looping the map to avoid having to constantly move events across the screen, but I'll make it work.

    I do think I'm using it wrong though because even though I only call the script on two maps and both map exits disable the effects. I find if I randomly play test on another map with no references to your script that I'll occasionally find the camera keeping the player in the upper right corner instead of centre. Will dig in to see if I can find the cause.
  11. there is some incompatibility with the Visustella team plugins, the camera doesn’t focus properly on the hero.
  12. YukitoTrevisan said:
    there is some incompatibility with the Visustella team plugins, the camera doesn’t focus properly on the hero.


    Try changing lines 244 and 245 in Galv's Cam Control to + half of your game's resolution. For example, my resolution is 1280x720, so I've changed the numbers on those lines to 640x360 like this:
    this._camWidth = Graphics.width + 640;
    this._camHeight = Graphics.height + 360;

    EDIT: Also goes without saying, but make sure Galv's Cam Control is below all of your VS plugins too.
    :thumbsup-left::rswt
  13. Caz said:
    Try changing lines 244 and 245 in Galv's Cam Control to + half of your game's resolution. For example, my resolution is 1280x720, so I've changed the numbers on those lines to 640x360 like this:


    EDIT: Also goes without saying, but make sure Galv's Cam Control is below all of your VS plugins too.
    :thumbsup-left::rswt


    It worked correctly. Thank you very much! <3
  14. is there a option to focus the camera and stay on a specific event id.
    When i try the plugin and focus on a specific event its focusing on it but the camera doesnt stay on the event id.

    Something like "Follow event id"
  15. The camera should stay on the event you target. Do you have another event re-targeting the player? Or do you leave the map? Leaving the map will target the player automatically.
  16. i think my command is wrong.
    How can i focus on a event?


    1609501641587.png
  17. If your event id is 60, try just using 60 instead of 060 - see if that works.
    Also, make sure it is not in a repeating event (such as parallel process).

    Download the demo, there is an example of targeting an event.
  18. the focusing is working in first place (when the scene is starting).
    But then no focusing in the "Center" the event walks further but its not followed in the center.

    When the event walks out the screen its then not following.

    EDIT:
    @Galv
    Was one of the other plugins. The SKIP TITLE Plugin caused this.
    I dont know why but it is it.

    So the question is all the SKIP TITLE Plugins i have causing this problem.
    Why i the title screen needed to get this working?
  19. I don't know why a skip title screen plugin does that. I'll have to look one day and add it to my crazy-long to-do list.
  20. I just ran into the same issue. It happens because if you skip the title screen, Graphics.height/width aren't yet initialized during GameMap.initialize, so your camera height/width get set to 0.

    You can fix it by initializing the camera dimensions in GameMap.setup instead of GameMap.initialize.

    Edit: The same problem happens with Galv.CC.halfWidth and Galv.CC.halfHeight in $gameScreen.

    I was looking at the code, since the zoom still wasn't working properly for me even after fixing both of the above issues, and I don't quite see what the zoomXTarget/zoomYTarget values are supposed to do. They're set but never referenced or used anywhere, and your version of Game_Screen.prototype.startZoom only writes to them without also writing to zoomX/zoomY, which is what MZ uses normally. When I removed all of the unused references and changed your startZoom to modify zoomX/Y instead, the zoom started working correctly for me.

    You can verify this by trying to call startZoom() with any position that isn't the center of the screen - it still zooms to the center anyway. I'm suspecting the only reason it worked before was because zoomX/zoomY were defaulted to the correct values by coincidence.