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Support for zooming from scripting #1560
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Is this linked to the magnification setting? And if so, can you also return the zoom back to the original setting? |
This works in a similar way but is completely independant from the magnification setting. The scale is tied to the camera object, and is applied only to the sector the camera is linked to, similarly to the camera translation. |
So, a 200% zoom when magnification is 100 is different from a 200% zoom when magnification is 160 (as an example)? |
Yes, indeed. A magnification of 200 with a zoom of 200% would result in an overall zoom of 400%. |
Okay, but doesn't this provide a problem for players with different different settings. For example, if a cutscene zoomes in (based on a magnification of 100) important things may get lost if the same cutscene is viewed by players having a magnification of 200? |
This problem isn't introduced by this feature, though. Players on smaller/bigger resolutions have the same problem. The difference between what players on 640x480 see and those on 1920x1080 see will be the same at 100% zoom or 500% zoom. This is a level design thing, and since the feature is for level designers, it will be their job to make sure what they want to show is clear and visible on small resolutions. This is true without this feature, and it will be the same with it :) |
Zooming now available to level designers!
If you have a portion of you level that is bigger or smaller, you can now use zooming to increase the effect on the player :)
Accessible from
Camera.set_scale(scale)
,Camera.scale(scale, time)
andCamera.ease_scale(scale, time, easing)
where:[Mode][Direction]
" where "Mode" is the easing mode (Sine, Exponential, Back, Bounce, etc.) and Direction is In, Out, or InOut. For a ful llist of possibilites, see: https://easings.net/ (note that the name are not exactly the name, the order is different). Examples: "EaseSineInOut", "EaseBounceOut", "EaseBackIn"