tag:blogger.com,1999:blog-7150748600895135243.post5914114402137541143..comments2024-03-27T08:02:23.246-03:00Comments on Kyrieru: Camera - Super Mario WorldUnknownnoreply@blogger.comBlogger15125tag:blogger.com,1999:blog-7150748600895135243.post-19204778535797773032012-08-07T09:17:47.359-03:002012-08-07T09:17:47.359-03:00Well... I got to admit that I never paused to cons...Well... I got to admit that I never paused to consider the camera in a 2d game, unless it's one of those annoying games that kept your character near the front edge of the screen.<br /><br />Offhand, I can't help but feel as if most of the platformers I've played do use the simple "keep the character in the middle of the screen no matter what"... Maybe that's part of what makes Mario just "feel" so good control-wise.Ayranoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-9436724239036069012012-07-31T07:12:49.372-03:002012-07-31T07:12:49.372-03:00well, are you from hk?well, are you from hk?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-33026838836721594292012-07-31T06:21:08.721-03:002012-07-31T06:21:08.721-03:00No one said anything about how the game allows for...No one said anything about how the game allows for an instinctive vertical camera movement letting the player see what's below you so that you don't have to do those "leaps of faith".<br />I loved that thing.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-42858561126955438182012-07-29T01:41:26.486-03:002012-07-29T01:41:26.486-03:00You are the best
Seriously, I love that you take t...You are the best<br />Seriously, I love that you take the time to do these little game design articles<br />Fucking fascinating!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-28156893069553820892012-07-28T20:23:34.061-03:002012-07-28T20:23:34.061-03:00Thanks again for sharing your thoughts, the input ...Thanks again for sharing your thoughts, the input is really appreciated. I'm actually considering getting into game development myself. I'm currently trying to learn C++ (more ideas then talent or skill unfortunately ^_^;), so things that give a break down of the world in simple linear terms is very insightful.<br /><br />Anyway looking forward to your game, keep up the good work!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-12474329176915959312012-07-27T22:59:37.991-03:002012-07-27T22:59:37.991-03:00Hmm, Truly interesting indeed. It's always fas...Hmm, Truly interesting indeed. It's always fascinating to understand the inner workings of games.<br /><br />@Uriel<br />Yeah, when your games run under 60fps it becomes so bothersome that it can drive you mad. I've had that issue with some PS2 and Gamecube emus, it's like instead of a game with flowing movement you're just seen a proggression of screenshots.Blake81https://www.blogger.com/profile/10466946400406311192noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-37362306597188485662012-07-27T12:49:48.375-03:002012-07-27T12:49:48.375-03:00I tried to implement this on the earlier stages of...I tried to implement this on the earlier stages of my game, but when the camera stop, the movement looked weird because I'm running at 25 Fps, it was there when I learned that a video game should almost always run at 60 fps :PUrielManX7https://www.blogger.com/profile/03020909736427954531noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-45870136449909128042012-07-27T11:51:14.885-03:002012-07-27T11:51:14.885-03:00@Anon:
Using other platformers(Especially wildy p...@Anon:<br /><br />Using other platformers(Especially wildy popular and very well designed ones) as a reference for camera movement is probably a better than asking random people on the internet. <br /><br />Analyzing camera movement in platformers is very useful, as it gives insight into how one should focus the camera in their own game. Posting the results of an analysis is just something Kyri likes to do. I found it highly interesting and even enlightening in a way.Keplerhttps://www.blogger.com/profile/16399386804235411891noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-28851068206837160222012-07-27T05:50:11.255-03:002012-07-27T05:50:11.255-03:00I very much enjoy these discussions of design, it ...I very much enjoy these discussions of design, it is very interesting and also helps give insight on your own design plan. <br /><br />One other key thing I think that makes the Mario games work so well is the relative size of the PC to the rest of the screen. I do find myself frustrated more often then not in games where the PC fills up a significant part of the screen, and I think I generally prefer it if they aren't any more then 1/12 of the screen in size.The Dark Masternoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-88550393448034682622012-07-27T05:32:09.449-03:002012-07-27T05:32:09.449-03:00Is there any particular reason as to why you'r...Is there any particular reason as to why you're making this while seeking no help or advice?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-47827628024069306772012-07-27T04:30:35.539-03:002012-07-27T04:30:35.539-03:00Why the hell was I just thinking about super mario...Why the hell was I just thinking about super mario world a half hour ago and now I suddenly see this?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-80045397624263072382012-07-26T21:19:43.216-03:002012-07-26T21:19:43.216-03:00Mmm, never saw that before.
Looks like he came to...Mmm, never saw that before.<br /><br />Looks like he came to pretty much the same conclusions.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-62136008133789219172012-07-26T21:00:21.359-03:002012-07-26T21:00:21.359-03:00pssst : http://www.youtube.com/watch?v=TCIMPYM0AQg...pssst : http://www.youtube.com/watch?v=TCIMPYM0AQgAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-10408503928249337252012-07-26T19:22:35.387-03:002012-07-26T19:22:35.387-03:00I like to get my mind blown by things I haven'...I like to get my mind blown by things I haven't thought of before. Thanks.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-85204124047420969722012-07-26T17:17:49.875-03:002012-07-26T17:17:49.875-03:00There are also games that center the camera on the...There are also games that center the camera on the most important source of action on the screen, or the most important target. This is also a feasible way of doing it. For things like boss fights against large creatures, putting the camera on the weak spot, i.e. making it the relative center of the screen, gives perspective to the enormity of what you're fighting.<br /><br />You can also have reactive camera focus, such as when you use a super, you close in on the super being used. This requires a certain amount of timing so that it doesn't interfere with survival or the fight. Space Marine is one failure on survival: it focuses on the kills to the detriment of your survival. Assassin's Creed uses the camera to highlight YOUR death in multiplayer, but doesn't to highlight your kills; therefore, it successfully helps with highlighting the action, but doesn't intrude on survival. In single-player, it only focuses in on special kills, stopping the ability of the enemy to hurt you while the kill is animating, giving you a flashy breather kill.<br /><br />Platformers usually only use non-player focus on things like bosses, but there have been times where it gives focus to mid-level events and such.<br /><br />How you use the camera can give dynamism to your game.Anonymousnoreply@blogger.com