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Old 22 January 2015, 00:05   #635
Arne
Hobby/Indie gamedev

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Join Date: Jan 2015
Location: Southern Sweden
Posts: 20
When I do camera leading in platform games I usually give the camera a mass - it has a position and a velocity and tries to follow a (wildly moving) aim-point set by the player character (usually the character velocity*leading). Now, in a platformer there's gravity so a jumping player often comes down quickly, so vertical (especially -Y) leading can be a bit slower, experiencing more friction and slower acceleration. I think a similar approach would make the camera in Beanbag feel a bit less disorienting. There can also be timers controlling when the leading position moves away from the player, preventing some quick turn jitter. If the player has accelerated movement this helps to smoothen things too.
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