Can the Regular Camera Handle This?
by Matt Hughson · in Torque Game Engine · 02/27/2006 (5:11 pm) · 3 replies
Hey All,
I just picked up the TGE this weekend, and I am trying to get an idea of what I need to do to port my current game project to Torque. One thing I'm wondering about is whether the basic camera system can handle 2D gameplay.
Similar to the 3rd person camera, I just want to offset the camera from the player behind, and then rotate it 90 degrees around the world up axis. Then I figure I just remap the forward and back keys to left and right, and ditch strifing controls all together. Volia! 2D gameplay :)
But my (very) preliminary look at the camera seems to indicate it's not really set up for something like this. I was pointed towards some of the "Advanced Cameras" developed by the TGE community, but would prefer not to get that 'crazy' yet, and learn to USE the engine before I change it.
Thoughts?
Matt
I just picked up the TGE this weekend, and I am trying to get an idea of what I need to do to port my current game project to Torque. One thing I'm wondering about is whether the basic camera system can handle 2D gameplay.
Similar to the 3rd person camera, I just want to offset the camera from the player behind, and then rotate it 90 degrees around the world up axis. Then I figure I just remap the forward and back keys to left and right, and ditch strifing controls all together. Volia! 2D gameplay :)
But my (very) preliminary look at the camera seems to indicate it's not really set up for something like this. I was pointed towards some of the "Advanced Cameras" developed by the TGE community, but would prefer not to get that 'crazy' yet, and learn to USE the engine before I change it.
Thoughts?
Matt
#2
I understand it probably isn't too difficult to implement the advanced camera, but I'm really new at this and would like to pick my fights :P So if the "stock camera" can do it, I'd prefer to use it.
So you think that's possible?
Thanks for the input!
Matt
02/27/2006 (6:30 pm)
Yeah, I don't plan on having any sort of spline or curved paths at all: the player will just be locked to a plane.I understand it probably isn't too difficult to implement the advanced camera, but I'm really new at this and would like to pick my fights :P So if the "stock camera" can do it, I'd prefer to use it.
So you think that's possible?
Thanks for the input!
Matt
#3
Keep in mind though, there are a few issues (at the time of writing this) with version 1.4 of Torque. Just read through the comments at the bottom and it should answer most questions. I got the engine 2 days ago, and got the camera in there so I'm sure you can pull it off!
Matt
03/01/2006 (2:00 pm)
Just incase anyone has a similar question I ended up implementing this Advanced Camera, and using the God Mode Setting. Works perfect for 2D gameplay. Just remap forward and back to A and D, and don't bind W and S.Keep in mind though, there are a few issues (at the time of writing this) with version 1.4 of Torque. Just read through the comments at the bottom and it should answer most questions. I got the engine 2 days ago, and got the camera in there so I'm sure you can pull it off!
Matt
Associate David Montgomery-Blake
David MontgomeryBlake
But one thing that you can do is create an animated character and move the camera node to where you need it to be and export the character. Of course, if you move along a 3D path (say like in Pandemonium of Viewtiful Joe and need to reorient the camera, you may run into some difficulties.
I've always thought about playing with this concept, but it's been a long time since I actively tried prototyping something to this effect. And even then I was using Advanced Camera.