Views are great. You go to the room, enable the view, and set your view object, and then it just works. But what if you need a little more? Well, luckily view can do a little more -- a lot more, actually. The problem is, just as with everything else, "a little more" also means a bunch more advanced coding.
Enter Views 2.0
Views 2.0 is not a substitute for the views, but rather an upgrade; a series of scripts (and one controller object), which will make everything a little easier and faster to do. With Views 2.0 you can easily constraint the view to a part of the screen, for example during a boss battle -- but unlike the usual view placement check, Views 2.0 constrain both the position, angle and size of the view!
"How Do I Use It?"
I will create a video sometime in the future, but until then you can play around with the project you get with this buy. In general, you will want to use one of the view_position_update_* scripts when/if you want to update the view position (usually once per step), one of the view_size_update_* scripts when you wish to update the size, and one of the view_angle_update_* when you want to update the view angle.
My YouTube channel: http://www.youtube.com/BlessHayGaming
Version 1.0.1. Published August 20, 2015
Created with GameMaker: Studio v1.4.1567
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This is great, just what I was looking for. Super simple to use and works fine with Studio 2.0!
Looks awesome! :)
The best, easy and powerful cam system!
This asset is incredibly great! What are you waiting for?? Get it right now! No doubts.
One small recomendation for the developer of this great engine:
It would be great if you name the private functions like __private_view_myprivatescriptname. In this way, the private script won't appear on the autocomplete when you type "views".
Other thing that would be great is if you move the view_update functions to inside the step event of your sys_views object, and then add setters/getters script to set the properties of the view (more OOP style) like:
view_set_object(vind, obj); or view_set_speed(vind, hspeed, vspeed); or view_set_ease(vind, "jump/lerp/linear"); and then the sys_view object do all the work without the need of you calling the update scripts manually in the step event. :)
Also, move the create, pre draw and post draw events of the sys_view to private script to make the extension more clear and improve the order, like: __private_view_sys_predraw();
simple and better than I have seen.
This review was left for a previous version of this asset.