[PLUGIN] Magicam for C2(Alpha 6.5 1/8/14)

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Adventure Quiz interactive (Questions and answers via Json)
  • Not sure how missed this until now, but sweet!

    Great to see Magicam make its way to C2.

  • This is awesome, I'd like to be able to set scale dynamically instead of just in camera creation.

  • Great Plugin!!!

    Keep the good working

    <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Once again, thanks for all the replies, guys - I'm glad everybody's enjoying this so far.

    newt, that's an interesting idea, but I think I'd rather keep input out of the plugin - I'll consider it, though.

    Just thought I'd let everyone know that I should be releasing a fairly substantial update this afternoon (GMT-500), so be sure to stay on the lookout for that.

  • <img src="smileys/smiley20.gif" border="0" align="middle" />

  • As mentioned, here's an updated version for everyone's downloading pleasure:

    Download Magicam Alpha 2 for Construct 2 (Includes example)


    <font color="green">(ADD)</font> Transitions. Specifically, movement and zoom transitions. Cameras can be set to transition from one position/zoom level over a specified period of time. There are conditions to check when a transition ends or is in progress and expressions to get the progress of specific transitions.

    <font color="green">(ADD)</font> Actions to set basic properties of cameras such as position, X, Y, and zoom level.

    <font color="green">(ADD)</font> Action to switch between cameras - I'm not sure why this wasn't there already.

    <font color="red">(BREAKING CHANGE)</font> Object following is no longer enabled by default -- there is now an action to explicitly enable it. The reason for this is the camera transitions - movement transitions disable object following and "zoom to contain" upon starting -- zoom transitions only disable "zoom to contain". These must be re-enabled manually upon the transition finishing.

    <font color="blue">(CHANGE)</font> All cameras are updated every frame now, regardless of their status as the currently active camera.

    <font color="blue">(CHANGE)</font> "Set scroll smoothing" action has been hidden. This feature is not yet completely, so I have made it inaccessible - if it's in your project for some reason, it will remain there.


    There may have been other small changes that I can't remember off the top of my head, so go ahead and poke around, try to break it, and let me know what you find.

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  • Hello Linkman2004,

    Thanks for this plugin it's very useful :D

    Just 2 things.

    1) Could you please post your last update on the page 1? (So, the users can know the new changes)

    2) How do you use the Zoom?

    I don't understand the "Zoom to contain" what's the meaning of Vertical/Horizontal margins?

    Thanks in advance :)

  • Dakiu - Thanks, man - I'm glad you're liking it! I've updated the main post so it's easier to see - thanks for mentioning that.

    In response to your second point, zoom to contain dynamically zooms the camera in or out so that all followed objects remain on the screen. The margins are the amount of space between the edges of the screen and the corresponding edges of the nearest followed objects - it acts like a border around the objects, essentially. The second layout in the example file gives a good idea of what's going on with the idea.

  • Epic! Thanks!

  • This is extreamly excellent. I'm having trouble switching between followed objects though, in my game I have two characters the player can control. I can't work out how to 'un-follow' one character to switch focus to the other.

    I tried setting up multiple cameras too but that didn't seem to work, I can't seem to 'de-activate' a camera

  • +1

  • Thanks again for the comments, guys.

    CrudeMik - If you could post a CAP, that would be awesome. I'll have some time to look at it tonight and see what's up.

  • Crap I've taken it out of the cap for now. I'll mock something up

  • linkman: Awesome job so far.

    I a few actions in the start of layout, I'm getting the camera effect I'm wanting. AWESOME !

    CrudeMik: Are your characters two distinct object types or instances of the same object type ?

  • linkman: Awesome job so far.

    I a few actions in the start of layout, I'm getting the camera effect I'm wanting. AWESOME !

    CrudeMik: Are your characters two distinct object types or instances of the same object type ?

    They're two distinct object types

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