OC Motion Battle Camera

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Started by Ocedic 20 posts View original ↗
  1. OC Motion Battle Camera

    Version: 1.7

    Author: Ocedic, KMS

    Introduction

    This is an adaptation of KGC's Motion Battle Camera, which adds a moving camera that follows the flow of battle. I used a lot of code by KMS, but made my own modifications to get it working in Ace.

    Screen Shots

    oc-battle-camera.gifoc-battle-camera-sbs.gif

    Compatibility

    Works with default battle system, YEA Battle System, Victor's Animated Battlers and Jet's Viewed Battle. Does not work with Moghunter's. Other SBSs may work as well; a configuration switch is available to test that out.

    Instructions
     

    Plug and play. Simply paste it above Main. Further instructions are in script.

    Script

    The pastebin link can be found here.

    Credits

    Original Motion Battle Camera script by KMS, Ace version by Ocedic, Special Thanks to DP3 for his scripting tutorials, and Galv for some assistance

    Terms of Use

    Free for non-commercial use. Credit must be given to both Ocedic and KMS. This script is not for commercial use.
  2. The camera-work is interesting.


    Does it have the capability of "following" a sprite around?


    For example, using a side-view battle system, you would launch a special attack and then the camera would zoom in on the attacker and defender, and your attacker jumps all over the place and the camera follows.
  3. Doesn't work with my SBS : Jet+Yanfly

    When I select a mob, it automaticly zoom and so all my mobs disappear from my screen but not the battlers.

    Also the camera resize my mobs (when the battle appear), though they're from the database.
  4. @Tsuki - The camera only follows enemy battlers and doesn't even consider actor battlers at the moment, as it's designed for the default/Yanfly battle systems. I've personally never used a side view system let alone examined their code, so I wasn't sure if there's some kind of generic way of accessing actor characters that would make it compatible across all side-views.

    @Chaos - I'll look at it sometime. It's intended for mobs to be resized, as the camera zooms in and out. As I mentioned this script was intended for a front-view battle system, but I may look at compatibility with SBS's when I get the chance.

    Updated to version 1.2

    New configuration options added, now has better support for default resolution
  5. Oh may gawd this is exactly what I needed! Thanks!
  6. I was actually wondering if a script like this existed xP


    Is there any way to have this work outsid of battle? Zooming in on thecevent or player specifid?
  7. Mmmh, probably an incompaility problem with Moghunter motion battler...

    But it's okay, it works that was nice of you to covert it.

    Thanks for your hardwork.
  8. Updated to 1.3

    Added some SBS support. Works with Victor's Animated Battlers, and works with Jet's Viewed Battle if you enable the switch. Other SBS may also be compatible pending their implementation, so try enabling the switch to see (Victor's will work automatically without the switch.)

    It currently just adds a Tankentai-like zoom in when you select enemies. I wanted to add more functionality to the SBS support, but for now this works. Please keep me updated on compatibilities, in particular I'm interested if it works with Yami's Symphony Engine. If you'd like to request a battle system compatibility update, please have a demo project with the CBS already implemented and PM me. Thanks for everyone's support.
  9. Thank you for you hard.

    I don't kow if you can do something about it but I think it look a bit weird that mobs are been resized.



    But it's a detail.

    I think it will be nice to add some options to you script like only zooming when there is a critical hit or when player use a special spell.

    Just some ideas I suggest you because I like what you did.

    ;)
  10. Updated to 1.4

    Enemy sprite zoom can now be disabled. Also, sprite y control now affects enemy battlers as well.
  11. Thanks that's better.
  12. Updated to 1.5

    In SBSs, camera will now focus on actors when targeting them for friendly spells or items, much like it focuses on enemies right now.
  13. The problem for me is the zooming (intensity?) because when the camera zoom on my enemies, it's like they're face to face with the heroes.

    The camera doesn't keep the space between them (maybe the jet SBS fault ? Dunmo).

    Well, that was just my feedback.
  14. Did you set the SIDEVIEW_SYSTEM switch to true?
  15. My bad, it was Moghunter motion battle fault.

    Though, the camera still zoom too much (to my taste) because I can't see my battlers (heroes) when I select an ennemy. (I disabled Moghunter script).

    http://uppix.net/5/c/f/444c481c7ed4f8c0f765061ca84ce.html'>444c481c7ed4f8c0f765061ca84cet.jpg

    Jet SBS fault maybe ?

    Edit :

    Is it possible to have something more like



    ?It has a battle camera too but it doesn't zoom too much, just enough to see the whole battleground.
  16. Updated to 1.6

    Added a sprite move variance config. This let's you adjust how much sprites move when the camera move.

    @Chaos17: Try changing this to 2 to see if it's more your liking.
  17. Oh! Can you make possible to higher than 2 please ? 

    I tried to go above 2 but the camera zoom didn't change.

    Again, that's a nice option you made.

    It's really near the way I would like a battle camera to be. ;)
  18. (I don't know if this is necroposting, but I think it is when a month passes, 30 days)

    First of all: Interesting script, it adds a lot of dynamism to the battles.

    I would like to know how to change the Battleback zoom, because I am using Yami's Battle Symphony, and the battleback seems a lot bigger compared with the characters and destroys the scene, like this:

    Spoiler
    asdfgsb.png
    Some characters are over Battleback2, and it's a shame because I'll be using it, but because of that, I won't because it looks strange. Sorry :c
  19. When you run away it crashes game saying there was an error on line 128 about a camera

    somthing about a camera in Scene_map