
void main()
{
camera();
}
void camera(){
//Restart current level
void self = getlocalvar("self");
float y = getentityproperty(self, "y");
float z = getentityproperty(self, "z");
float b = getentityproperty(self, "base");
float xpos = openborvariant("xpos");
float ypos = openborvariant("ypos");
if(y > b){changelevelproperty("camerazoffset", -y);}
// if(xpos >= 10){changelevelproperty("camerazoffset", 0);}
// if(xpos < 10){changelevelproperty("camerazoffset", -544);}
drawstring(50, 50, 0, getlevelproperty("camerazoffset"));
}
@DCurrent@Kratus - I don't think you read my post that closely. I already mentioned using camera offsets, and that I would add camera mode.![]()
@danno Hmm now I understand better. In this case you can use the code I posted as base and define multiple xpos ranges to enable/disable the camera follow feature.@Kratus I can already achieve what I need to do using cameraoffsets as long as the player goes past the point of no return (once you go up you can't go back down) in your video the camera follows the player as they jump up and I wanted to switch that off (cameratype 0) and back on again at different points of the stage, the idea is to have a massive stage area while having complete control of camera type
have a look at the first level or 2:51 its subtle but it's there, thank you
It's all good, I just had to pull your chain a little.@DCurrent
No problem buddy, I readed your post but I tried to help posting an practical example which I'm currently using
About the camera addition, I offered in case you are busy with other things.
scrollz {min} {max}
ScrollZ enables vertical scrolling in response to player movement along the Y or Z axis, and controls how far. There's potential to make 3D scrolling stages, but the main use of this is to enable vertical scrolling when players jump. Unlike ScrollX, ScrollZ does allow you to go scroll beyond the panel area, so if you don't set up panels and layers to accommodate you can scroll yourself right out the visual design of a level. Also note that entities are still confined to the level's Z boundaries. That's a good thing, since it means you could set up large ScrollZ values for vertically oriented scrolling but still keep Z movement limited within a defined area.
Obviously {min} is the minimum limit and {max} is the maximum limit.
This command only works in levels with direction left/right/both/leftright or rightleft.
Like other level objects, this command must be followed by 'at' (see above) and also counted by 'group'.
It must be followed by 'at'.
but having the camera follow at certain areas of the stage and then switch back to unfollow I have no idea how to do
The only problem I haven't solved yet is the camera position when the level starts, because it always starts too high if the panel is bigger than the resolution.
@Bloodbane Oh man, it's true, I completely forgot itYou can control starting camera position by modifying xpos and ypos with script.
If you've played Robo Magi, you can see that camera will start at where player enters the room, be it upstairs, downstairs, left side or right side.
I even have posted example script in this thread.

Why would I want to stop that? I'd pay cash money to see it!would save wanting to power geyser through my computer out of frustration
My favorite part is the stealth kill. Slow motion jump ~2 meters into the air, smash your sword down on the guy, and knock him at least 5 meters off the ledge to land with a thud. Then he explodes (of course). Silent killer indeed... It's even better since you could just walk up and poke him with your kunai for the same effect.I'm always wondering why the ninjas explodes when we touch them. Are they terrorits that wear bombs?
I'm feeling so nostalgic when I'm seeing your video, going back 30 years and playing Revenge of Shinobi on my Megadrive / Genesis.
Thanks for these good memories.
I'd pay cash money to see it!![]()