I personally use animation curves a lot for giving juice to the games and being able to tweak the nodes of the animcurves on runtime would be a quality of life improvement. So if in the future there is any update on this side would be very welcomed by me jajajajaja
MayitaMayoso
Creator of
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Hello! First of all thank you for purchasing Ultimate Camera and sorry for late response!
About the camera it might be because for the camera debug screen I align the fonts to the left. Try doing the font_set_halign(fa_center) before drawing your gui or just comment de debug code in the Camera object at DRAW_GUI, but be careful not commenting over the flash and bars code.
I have in my schedule to build a whole transitions asset in the future but I need time. Right now Im working in a game maker in-game interpreter so you can execute code from a console command prompt.
About wraping the room I really have to consider which feature will users may find interesting vs other features that can be very specific.
Hi!
Im afraid Ultimate Camera currently does not have that feature yet. All the scripts are made to acces the camera object, being able to refference the camera will add a layer of complexity to the use of this asset in the side of the user.
For the moment I do not plan to add that feature to the asset.
Im sorry if that was the reason to buy the asset. In that case I would gladly offer you a refund.
Hi! Sorry for late answering >.<
Ultimate Camera is prepared to be working just dropping the object into your first room without any previous steps.
Obviously the default state of the camera might not be the desired one so there are 2 major ways to tell the camera how it should behave.
The first one is within the Creation Step of the camera. You can set the default mode of the camera (Static, object following, object borders, mouse borders, mouse shooter and mouse drag) and each of their main parameters. You can even set the default parameters of the effects like shake amplitude, flash, etc. I recommend watching the User Guide to understand what does every parameter and mode does.
The second way to alter the camera is with the setter scripts. You have plenty of scripts with the objective of altering these parameters anytime you need to. For example you have uc_set_camera_mode( mode ) where you can tell the desired mode you want on the camera. Talking about the effects is just as simply as doing uc_shake() or uc_flash(). Not calling the arguments of these functions will make the camera use the previous given ones (or the default in case of not having called the script before).
My personal way to go is having a Game Manager Object that sets how does the camera has to behave in every room since I preffer to alter the less possible the camera code. For example the camera on a cutscene will swap to STATIC_MODE while on the overworld will be on OBJECT_FOLLOWING. All of this is managed on the Game Manager but is totally up to the user how to go with it.
Hope I could help you enough. In case you need more help I would be glad to talk by discord or skype so I can help you in detail with any issue.
Hi Ofihombre.
I appreciate you remember DimemiD. This project pretends to be an extension of that game I made for a jam year and a half ago. This game is still in developement so there are many things that has still need to be worked on.
That special point on the first level is made with the idea of teachign the player that you can adjust the height of your jump depending of the time you press the button. Knowing it was a tricky part I placed it in a safe area so you can practice until its mastered.
For the sound and music topic I decided to leave the game mute for the moment since the GameJam version used free music found on the internet and for this game I want to compose my own themes.
I appreciate oyu took the time to try my game and I hope you can still do it once the final version comes out.
Have a nice day ^^