Re:Scroll Back: The Theory and Practice of Cameras in Side-S...
by rkuykendall-com on Sunday May 10, 2015 @03:53PM
(#9521100)
They probably mean "This is so much more interesting than somebody would expect based on a description."
If someone asked me "Do you want to watch a 52 minute talk on how they move the window on side-scrollers?" I would say no. That doesn't sound like it would even be worth talking about.
But it is, and I'm really psyched to watch this video.
Re:Scroll Back: The Theory and Practice of Cameras in Side-S...
by 0942v8653 on Friday May 08, 2015 @06:01PM
(#9514395)
Great article. (Unfortunately I had to finish it in w3m because the gifs were so huge.)
I remember doing lerp and projected-focus before I knew what they were called. It definitely has more depth than it seems, and as I was reading I was surprised at how much thought went into some of these decisions, especially Super Mario World where I had never noticed it. I suppose it's like UX design -- you only notice it if it's bad.
Re:Scroll Back: The Theory and Practice of Cameras in Side-S...
by jzymbaluk on Saturday May 09, 2015 @02:46AM
(#9515737)
I was also having a major issue reading this article on mobile. Every app I tried to read it on was crashing repeatedly, with increasing frequency as I got to the bottom of the page.
Re:Scroll Back: The Theory and Practice of Cameras in Side-S...
by 0942v8653 on Sunday May 10, 2015 @07:09AM
(#9519556)
I suppose it wasn't as bad as I thought. If you type
lynx news.ycombinator.com
it tries to "intelligently" choose the news:// protocol, which I have never used and probably never will. With w3m, it just goes to http no matter what the subdomain is.
Re:Scroll Back: The Theory and Practice of Cameras in Side-S...
by babuskov on Saturday May 09, 2015 @07:08AM
(#9516057)
I wish every game developer read this. Some really popular games have bad camera movement. For example, Limbo has poor vertical camera and you have to make "leap of faith" often. Trine has problem with scene transition with multiple players so you often play off-screen. And Vlambeer games have too much shaking ;)
Re:Scroll Back: The Theory and Practice of Cameras in Side-S...
by emsy on Saturday May 09, 2015 @07:34AM
(#9516101)
Sreenshake can be turned off, but they have a problem with their offscreen action. That is, enemies that are 2 screens away from you can shoot you mercilessly which is even worse than a leap of faith because it's purely random and can't be prevented with skill or knowledge.
Re:Scroll Back: The Theory and Practice of Cameras in Side-S...
by wiradikusuma on Saturday May 09, 2015 @01:36AM
(#9515640)
Awesome work!
Unfortunately, some game engines just give you the Camera and basic stuff, and you must implement scrolling yourself while wondering, "Am I doing this right?" (mostly I use LibGDX). Would be great to see this codified as a library. I think it's not game engine dependent.
Re:Scroll Back: The Theory and Practice of Cameras in Side-S...
by toolchainz on Friday May 08, 2015 @09:25PM
(#9515046)
I took a game programming class back in college and ended up coming with a scheme very similar to the lerp smoothed box shown there. Interesting to see all the history of this.
Like zombo.com says, the only limit is yourself.
If someone asked me "Do you want to watch a 52 minute talk on how they move the window on side-scrollers?" I would say no. That doesn't sound like it would even be worth talking about.
But it is, and I'm really psyched to watch this video.
I remember doing lerp and projected-focus before I knew what they were called. It definitely has more depth than it seems, and as I was reading I was surprised at how much thought went into some of these decisions, especially Super Mario World where I had never noticed it. I suppose it's like UX design -- you only notice it if it's bad.
Unfortunately, some game engines just give you the Camera and basic stuff, and you must implement scrolling yourself while wondering, "Am I doing this right?" (mostly I use LibGDX). Would be great to see this codified as a library. I think it's not game engine dependent.