Stage camera changes #1749
Replies: 7 comments 29 replies
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3D stage camera is no different from 2D stage. The aspect ratio is defined by localcoord. People simply copied the def of the demo stage I uploaded which is in 16:9 localcoord and they didn't bother to change it. |
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I will just lobby for the thing that was explictly merketed as a feature on the wiki: Skipped zoom-out processing of boundhigh, but was just removed in favor of Mugen compatiblity. See #1642. Citing @potsmugen:
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I thought it would be If you're up for it, one thing that still seems to be missing is zoom speed. Even with |
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Tested camera in the latest nightly build. I like it. It's more like in Mugen 1.1, less bugs. But I discovered new strange behavior of camera on stage 5 centimeters per second. Video appended. You must jump high enough to see strange beahaviour of camera. Ikemen_GO_dev_H9mrRjEQrg.mp4 |
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I found new bug in nightly build, that was not present in Ikemen Go 0.99. You need to go to level edge on stage BLOOD POOL REQUIEM 1.1. . However, I’m not sure if this relates to a camera problem or not. |
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I have added a new parameter: |
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On some stages camera placed higher than in Mugen and you can't see low part of the fighters. |
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Now that Eiton is more or less done making the camera more accurate to Mugen, it may be a good time to discuss what about the old Ikemen camera may be worth preserving. Or where to go next with the camera in general.
Zoom out when exiting top boundary
Previously, if using
tensionhigh
andtensionlow
and both characters reached the top of the stage, the camera would zoom out to show the last missing piece of the stage and thus follow the chars as long as possible. I think this aspect of Ikemen's zoom was better than Mugen's, so it could return as some parameter.3D stages camera placement
Currently the way 3D stages seem to work is that they are based in 16:9 aspect ratio and when using them in 4:3 the camera placement is controlled by
overdrawhigh
andoverdrawlow
.I've never made a 3D stage but I've made like a hundred of 2D ones, and the way 2D stages work is very different. They are based in 4:3 aspect ratio and the way they should look in 16:9 is controlled by
cuthigh
andcutlow
.I think this should be made consistent. It will get very messy down the line if/when the
overdrawhigh
andoverdrawlow
parameters are ever actually implemented to do what they do in Mugen (issues #1300 and #1481).I had a couple more but they've either been fixed already or I gained a new perspective on them so I think I'll skip them.
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