Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To control the camera, in an object, select the node that would need to change the camera area, and you can change the area displayed by the camera using the "Change Camera Display Area".
This is not quite a zoom, but it will allow you to do all kinds of dramatic effects.
Note that can you can also create multiple cameras and switch between which one is in use as well.
https://imgur.com/a/wEYAmPf
The base camera view area is set by clicking on the camera (Scene tool, select the scene, then select "Others" tab and then select the camera) and changing the "Camera Display Size" setting.
Also, you may need to check your "Area Accessible By Camera" setting in the Scene Settings screen. The camera can only display the areas allowed by this setting.
Basically, what that video shows is an additional script being used, not a baseline feature of RPG Maker. Currently, to do such a slide in Pixel Game Maker MV would also require the use of a script. You can lock camera focus to a character object with current functions, but cannot delay the camera's motion to get the slide effect in standard PGMMV.
thanks
I found it while testing how to make a looping infinite stage. You create an invisible object not affected by gravity. Call it "cameraman" or something. Then you make the invisible object a child object to the player and (this is where my memory gets fuzzy) you set it to stick to the parent (the player) and refresh it's position to move towards the players current position.
It will make the camera smoothly lag behind the player when the player moves.