This is awesome, great job! Another interesting concept you could cover is walking around planets like in super mario galaxy, would be cool to see your version of it
Great job! I love these style of cameras. In horror games like Alone in the Dark and Resident Evil, they work extremely well. I recommend enhancing the camera with drag margins in action / fighting games.
You need more subscribers!! Your tutorials have helped me out immensely, and I just want to thank you for allowing me to follow my passion for making games! ❤ Much Love
Hey Lukky could you do a tutorial on how 3D animations work in Godoy? I’ve been having trouble with it since it keeps throwing an error bout normalizing the Basis or something.
I have a tutorial out on First Person Animations that covers 3d animation in Godot, I also touch on the subject in my cutscenes tutorial. But I'll keep a dedicated 3d animations tutorial in mind for the future. Thanks for the suggestion!
What the name of this type fo camera? Im not a programer, Im the 3d artist, but I do want to learn the basic and make a build for my future game, Im still not sure if Ill use Godot or Unity ( I wanted unreal but my pc cant run it ) but I still would like to test both engines and I want this very specific kind of camera in my game.
Camera looks great. One thought though, rather than hard coding stage dimensions in, how easy would it be to place an area in each map and use that for the camera bounds calculations? Just to make level design one step faster/easier.
I really like this, though I'm curious about more complicated bounding boxes for the camera. It would definitely have to sacrifice some of the elegance to do it, but something like this that can handle elbowed screens might well be what I need ... Experimentation required.
I'm thinking you can make the camera attachment point either be a physics object with collision, or have it follow a navigation mesh. In the first case, put it on its own layer and make the invisible bounds only collide with that layer. Then move_and_slide the attachment point towards the players position. The second case would similarly only exist for the camera attachment point, having it moving towards the player point by following an invisible navigation layout.
can this code for moving between map also works with our usual 3d camera system for the same purpose of mkving between map? i think the one that has this style on my mind was phantasy star universe's gate area that sends you to other planets or send you to a mission, or Phantasy star online 2 Gate area where you go after selecting mission from Receptionist NPC, and i think Final Fantasy 11 and 14 has that effects too once you want to go to other maps
Yea for sure, is the most basic scene loading you can do. If you would want to scale this up I would start by giving the player its own manager script instead of having the player state be kept by the StageManager.
You've been my favorite Godot youtuber ever since I saw your videos about "hey there little one" on reddit. I like the neat things you showcase on your channel.
Not sure what I'm missing, but I crash every time I run that camera code, I get told that the following isn't a valid line position = lerp(position, player.position, delta * 10.0)
Wolf Among us, Tales from the Borderlands. Those games came to mind when seeing the Camera. I want to make a Telltale game and they had these cameras. I'll use this for a future project. Thank you for showing us the way. I'm very Lukky.