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A simple form of screen zooming

PostPosted: Mon May 19, 2008 8:54 pm
by Holymonkey
I'd be really excited if there were a simple way of creating camera zoom effects as in classic fighting games like samurai showdown or the guilty-gear. The ideal would be if you could make the game always render to a larger virtual screen than is being displayed on screen or in the game window...then let the player decide how much of it is to be displayed in the actual window. Iy to display the exact same amount of the window size>no zoom, if you display the whole thing in the window size, its zoomed out...if you display less even less that the window size, its zoom,ed in.

I know there's currently a trick to get a similar effect, but is limiting and the way I suggest should be better for framerate than scaling everything seperately nad calculating its new positions (and movement speeds and such)

This make sense?

I'm guessing I'm not the first to suggest this but didn't have the time to check. :(

thanks,
Holymonkey

Re: A simple form of screen zooming

PostPosted: Wed May 21, 2008 6:33 am
by DST
Currently in GE the best methods for zooming require control of the character animation, which is needed for the fighters in a fighting game, so right now there is no practical way to do what you are asking. However, many of us have been chopping away at Makslane asking him to add zoom/rotate functions, and if we all keep asking, he may give it to us! Mak is an excellent programmer and will have no problem accomplishing this, as long as we all keep hammering away at him and keep asking for it!

Re: A simple form of screen zooming

PostPosted: Thu May 22, 2008 3:36 am
by Bee-Ant
I prefer to make able the "minimize" and "maximize" icon in the right up corner of the window.
lol, I think thats impossible

Re: A simple form of screen zooming

PostPosted: Fri Jun 06, 2008 1:00 am
by speckford123
DST wrote:Currently in GE the best methods for zooming require control of the character animation, which is needed for the fighters in a fighting game, so right now there is no practical way to do what you are asking. However, many of us have been chopping away at Makslane asking him to add zoom/rotate functions, and if we all keep asking, he may give it to us! Mak is an excellent programmer and will have no problem accomplishing this, as long as we all keep hammering away at him and keep asking for it!


don't hammer away too much, cause we all know Mak has a job and is very busy outside of Game Editor

and as for zoom funtions, i guess im not very well known...........
i made split screen, a screen that resembles Super Smash Bros and a zoom function..........with canvas' but it works

EDIT: then again, this topic is SIMPLE zoom, so..........yeah

Re: A simple form of screen zooming

PostPosted: Fri Jun 06, 2008 5:02 pm
by Holymonkey
Yes, Simple is the operative word for two reasons.

1) I would purchase a product like Game Editor because I want to spend more time designing and less time programming. (I'm a pixel artist)

2) I want to develope for the Gp2x, and I would certianly assume scaling one large image (the screen, having been drawn at normal scale first) would be much faster than scaling all layers, sprites and such seperately, while also recomputing their corrected screen position, and movement speed relative to the new scale. It i thought stuff like that was fun I'd be a programmer ;)

Fighters are already very time consuming to make (even just from an art perspective) It would make Game-editor much more atractive if such advanced features wre made easy....

and the sooner such features are made easy, the sooner professional artists will make really great looking games with the product which I'm assuming would help sell a few copies of Game-editor. (Of coursae, the games might not necessarily be fun ;) )

Re: A simple form of screen zooming

PostPosted: Sat Jun 07, 2008 3:27 am
by DST
Lets consider what speckford said. How about the fighters and everything about them takes place offscreen?

Then onscreen we have a canvas actor mimicing their events.
Just have some algorithm to match up the x y positions of everything.

Then the canvas had
draw_from("fighter 1", figher1.x(converted to canvas.x), fighter1.y(converted to canvas.y), 0, zoomsize). In this case, zoomsize is a variable you can change anytime.

This might actually work!!!!!