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In the newest version of game maker you cannot import it. gives the following error:

Unhandled exception. System.NullReferenceException: Object reference not set to an instance of an object.
   at ProjectTool.ProjectLoader.Load(String& _path, String _format, String resourceTypesPath, String environmentPackagesFolderPath)
   at ProjectTool.Commands.ProjectSaveCommand.Execute()
   at ProjectTool.Program.Main(String[] args)

Been using it for years so it's unfortunate.

Hi I'm not seeing uc_set_room_bounds_enbled as a function.
Is there still support for this extension?

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Hey Mayita, I bought this pack, could you upload that Ultimate Camera Demo project? That would be more helpful to users.

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this looks awesome. questio, is this just camera effects or does this include fullscreen resolutions? or is that a whole diferent topic? like for example chaging it to 800*600 o 1920*1080 or its just camera effects and movement?

Hello! You can change both the size of the camera within the room and the size of the port (the resolution).

Hey Mayita,

I bought this pack imported it, set the camera to follow my game character and now all of my GUI is shifted to the left.

Is this a feature part of the engine or is something changed to the Draw GUI event when using this engine? 

Hello! First of all thank you for purchasing Ultimate Camera and sorry for late response!

About the camera it might be because for the camera debug screen I align the fonts to the left. Try doing the font_set_halign(fa_center) before drawing your gui or just comment de debug code in the Camera object at DRAW_GUI, but be careful not commenting over the flash and bars code.

Deleted 3 years ago
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Hi! You can set the camera to follow your player on your create event using:

uc_set_mode(CMODE.OBJECT_FOLLOWING);
uc_set_instance_following_list(id);

Hello,
In the documentation, it is said that putting two camera object will throw an error.

So, does it mean I can't do splitscreen mode with your asset ?

DO you plan to had such function ?

Thank you.

Hi!

Im afraid Ultimate Camera currently does not have that feature yet. All the scripts are made to acces the camera object, being able to refference the camera will add a layer of complexity to the use of this asset in the side of the user.

For the moment I do not plan to add that feature to the asset.

Im sorry if that was the reason to buy the asset. In that case I would gladly offer you a refund.

Haha !
No, just because it doesn't fit my actual use case is not enough to have me asking for a refund XD

It's sure I will used it for other projects !

Just keep adding effects (basic transition, blur or stuff like that) and a little bit more control like offset, different easing option, etc :D

Challenge : what about a wraping-room system, like Defender ?

I have in my schedule to build a whole transitions asset in the future but I need time. Right now Im working in a game maker in-game interpreter so you can execute code from a console command prompt.

About wraping the room I really have to consider which feature will users may find interesting vs other features that can be very specific.

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I'm having trouble understanding how to use this, could you help?

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Hi! Sorry for late answering >.<

Ultimate Camera is prepared to be working just dropping the object into your first room without any previous steps.

Obviously the default state of the camera might not be the desired one so there are 2 major ways to tell the camera how it should behave.

The first one is within the Creation Step of the camera. You can set the default mode of the camera (Static, object following, object borders, mouse borders, mouse shooter and mouse drag) and each of their main parameters. You can even set the default parameters of the effects like shake amplitude, flash, etc. I recommend watching the User Guide to understand what does every parameter and mode does.

The second way to alter the camera is with the setter scripts. You have plenty of scripts with the objective of altering these parameters anytime you need to. For example you have uc_set_camera_mode( mode ) where you can tell the desired mode you want on the camera. Talking about the effects is just as simply as doing uc_shake() or uc_flash(). Not calling the arguments of these functions will make the camera use the previous given ones (or the default in case of not having called the script before).

My personal way to go is having a Game Manager Object that sets how does the camera has to behave in every room since I preffer to alter the less possible the camera code. For example the camera on a cutscene will swap to STATIC_MODE while on the overworld will be on OBJECT_FOLLOWING. All of this is managed on the Game Manager but is totally up to the user how to go with it.


Hope I could help you enough. In case you need more help I would be glad to talk by discord or skype so I can help you in detail with any issue.

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Thanks!
I have another question though: where do I set it to follow an object? 

Say I was to make a mouse shooter, what will I change? 

Thanks for your help, I can’t wait to use this amazing tool!

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uc_set_instance_following_list() or Uc_add_instance_following_list() will do the work!

Then if you want to make a mouse shooter you would do uc_set_mode(MOUSE_SHOOTER). If you wanna tweak the parameters of how does mouse shooter works  just use uc_init_mouse_shooter(). 

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And I just put this in a manager object? Thanks a lot!

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yes! You can also set that on the create event of the camera but I personally preffer to do it on a manager object.

Is it possible to rotate the camera using the mouse?

Hi! The Camera does have an attribute called view_inclination that modifies the angle of the camera. But I dont understand which kind of rotation with the mouse are you wanting to build, can you give me a refference so I can help you?