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Camera Client-Side per user

Posted: Wed Jan 31, 2018 11:28 am
by Shock
Hello... Camera in Superfighters Deluxe got real troubles. For example when you pull it on a long distance.
You may think that camera is working, yes... It works pretty well in singleplayer, but in multiplayer camera focuses on all the players and it's direction just ruins it.

I can give a map example... This.
-Try to run to the right side and look at the camera direction

After this.
-Try to delete CPU and run to the right side again and look at the camera direction
-When you die with this camera type you'll not see any players, camera will just fly away(Sometimes).


So i suggest client-side CameraTrigger or IndividualCameraTrigger

1.IndividualCameraTrigger
Will follow each player separately.
-Ability to set the radius of individual tracking
-Ability to turn off the visibility of nicknames that are outside the camera or outside of other players
-Ability to set the time of tracking, lowering - camera will move fluidly, and increasing - instantly.
-Probably, ability to set the focusing objects
Image

This would be good for new Minigames like
-Zcatchers*Camera bugs*
Image

-Hide and Hunt(map where players must hide somewhere in huge locations)*Camera bugs*

Re: Camera problems...

Posted: Wed Jan 31, 2018 2:46 pm
by JakSparro98
Consider to move this as suggestion since currently camera triggers cannot be used like you did without showing weird behaviours, the new camera system wasn't supposed to be used like so.

Once again I agree the idea of having a client-side camera but we cannot know for sure how this change in the camera behaviour will incide in terms of precious time spent on it.

Futhermore how about local multiplayer? How this system should work when it comes? I think that only local players should be focued in the camera area like already happens for all players in the scene, but who says that it cannot be split into one viewport for each player? It's only related to how much time and efforts this addition will take away to other planned features.

Re: Camera Client-Side per user

Posted: Wed Jan 31, 2018 7:31 pm
by Gurt
By default the camera will always try to focus yourself and any other players.
We have already adjusted a few things to the camera we have noticed ourselves.

As we prioritize local multiplayer individual cameras on the client-side will not be a thing (we don't intend to create split-screen either). We have a certain vision for the game and in that vision we don't need split-screens and client-side only cameras (similar to how SF didn't have split-screen). If it ever will be implemented it will be in a post-launch update dedicated for map-makers I guess if we have inspiration for it.

Re: Camera Client-Side per user

Posted: Thu Feb 01, 2018 5:59 am
by Motto73
Gurt wrote:
Wed Jan 31, 2018 7:31 pm
By default the camera will always try to focus yourself and any other players.
We have already adjusted a few things to the camera we have noticed ourselves.

As we prioritize local multiplayer individual cameras on the client-side will not be a thing (we don't intend to create split-screen either). We have a certain vision for the game and in that vision we don't need split-screens and client-side only cameras (similar to how SF didn't have split-screen). If it ever will be implemented it will be in a post-launch update dedicated for map-makers I guess if we have inspiration for it.
Well, we are not getting the client-side-cameras, but I'd still suggest a few things to change in the camera.

Currently, if the transition is very long, like if a player dies and spawns far away or just moves very fast, the camera moves very slowly and it takes a long time to reach you. So it would be just great if the camera could move faster if the target is far away.
There is also this other problem, when you move along these long maps, the camera somehow always knows which direction you are going and shows most of the damn opposite direction. I'd love it if the camera could at least center on player when camera is not touching the area borders.