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Dpful
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Joined: 11/05/2016
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Hi, just experimenting with the kit, I'm still fantasizing about making a shmup like this:

horizontal shmup layout in the editor with player moving to the right over a static background, camera following player, all enemies staged and positioned down the path and activated as the camera view hits them, so the whole thing has a visual layout in the editor, and to test different parts of the level, I just have to move my player to that spot (and the camera will also be there for the test, and any enemies off screen will lay dormant, etc.)

This would be contrary to my last project, which had a static play area and camera (moving background), and all the enemies were lined up around the borders, and another hidden entity ran over triggers that activated the enemies.

Anyways, I've just been trying out the "activate when on camera" and "deactivate when off camera" options, and I can't get the "activate" one to work. When I position a npc down the track, if IT is set to "active", it just starts when the level starts. If I set it to "innactive" (thinking that the camera will activate it when it gets there), It never appears. Am I doing something wrong?

Tall Karen
User offline. Last seen 9 weeks 23 hours ago. Offline
Joined: 02/26/2011
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Camera Activation

Hi Dpful,

I have been able to replicate the issue of NPCs not being activated when on camera. I will look at what is happening and get back to you.

The Cavern sample game uses this method of camera tracking. We use triggers for activating the enemy ship and so I suspect this is why we have missed this issue. But we'll get this issue resolved quickly.

Thanks, Karen

Dpful
User offline. Last seen 9 weeks 2 days ago. Offline
Joined: 11/05/2016
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Thank you so much. lmk when

Thank you so much. lmk when it gets worked out

Tall John
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Joined: 01/27/2011
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Camera Activation

Hi Dpful,

I just wanted to let you know that we have a fix for the activation problem and we're giving it a test at the moment. I'll let you know as soon as we've released it onto the feature-test branch.

Thanks,
John