I'm once again stuck with a very annoying problem whose solution eludes me: in writing a car game I've decided to handle camera.arc in order to create the illusion of driving at high speeds (increasing the field of view enhances the periferal vision and diminishes the world ahead). The effect worked great but introduced a very unwelcome problem: My tacho and speedometer are greatly influenced by the increase in field of view (they are defined as view entities) being "dragged" away from the camera and down to the center of the screen. I can understand the reason why that happens but understanding does not solve it: how do you create static gauges while dynamically manipulating camera.arc ?
Re: camera.arc and its implications
[Re: EdMercer]
#69572 04/03/0621:1904/03/0621:19
Perhaps using a view entity? That is, like a panel, only an entity instead (flat if needed). Doubling camera.arc makes objects cover 1/4 the area (1/2 the width and height) causing them to become small.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
Re: camera.arc and its implications
[Re: ulillillia]
#69573 04/04/0612:1704/04/0612:17
i had the exact same problem with minimap (view entities) and the sniper aiming (small camera arc). what i did was, i created a different view and made it invisible. view entities in an invisible view are still visible, so i put the minimap view-entities in that view.
hope this helps you, Filipe
Re: camera.arc and its implications
[Re: Filipe]
#69574 04/04/0612:4104/04/0612:41