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hyperPad

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  4. Cumulative Drift in Screen Follow

Cumulative Drift in Screen Follow

Scheduled Pinned Locked Moved Can't Reproduce / Expired
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  • D Offline
    D Offline
    Deeeds
    wrote on last edited by
    #1

    A camera dummy used to be the thing that the screen follows, in a high speed game, will eventually be non-centered. Depends on the speed of the game and the duration of play time as to how much drift occurs. Most I've seen is about a third from the centre to the edge. Worst part... it's seemingly unfixable. I can't find a way to continue play and correct for the drift.

    Aidan_FireA 1 Reply Last reply
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    • D Deeeds

      A camera dummy used to be the thing that the screen follows, in a high speed game, will eventually be non-centered. Depends on the speed of the game and the duration of play time as to how much drift occurs. Most I've seen is about a third from the centre to the edge. Worst part... it's seemingly unfixable. I can't find a way to continue play and correct for the drift.

      Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #2

      @Deeeds Instead of using screen follow, try running on a 1 frame timer Get Position (player) → Screen to Point (player position). Yeah it’s a work around to a bug, but it should work just as good.

      D 1 Reply Last reply
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      • Aidan_FireA Aidan_Fire

        @Deeeds Instead of using screen follow, try running on a 1 frame timer Get Position (player) → Screen to Point (player position). Yeah it’s a work around to a bug, but it should work just as good.

        D Offline
        D Offline
        Deeeds
        wrote on last edited by Deeeds
        #3

        @Aidan-Oxley this is nowhere near as simple as that.

        I have "lerps" being created by move to points and move to objects and screen move to object already, all nested up to create a somewhat smooth lerp. It's not nearly as smooth (and definitely not as controllable) as I'd like, but it works. With one caveat, this drift progressively destroys it as the hero moves offscreen over time.

        Any attempt to move to a point directly, or otherwise circumvent this nesting arrangement of softened moves, results in stilted and obviously lurching camera movements.

        This game is FAST in certain situations, and it's in those situations I'm utterly reliant on this "smoothing" of camera movement to make it playable and digestible.

        Aidan_FireA 1 Reply Last reply
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        • D Deeeds

          @Aidan-Oxley this is nowhere near as simple as that.

          I have "lerps" being created by move to points and move to objects and screen move to object already, all nested up to create a somewhat smooth lerp. It's not nearly as smooth (and definitely not as controllable) as I'd like, but it works. With one caveat, this drift progressively destroys it as the hero moves offscreen over time.

          Any attempt to move to a point directly, or otherwise circumvent this nesting arrangement of softened moves, results in stilted and obviously lurching camera movements.

          This game is FAST in certain situations, and it's in those situations I'm utterly reliant on this "smoothing" of camera movement to make it playable and digestible.

          Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by
          #4

          @Deeeds What exactly is a “lerp”? I don’t understand, how can moving the screen to the player every frame be lurchier than Screen Follow?

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