Platformer Progress - Smooth Camera, Working on Refinement in the Background
- jonathanluitjens
- 2 days ago
- 2 min read
Hello to everyone once again, I've got a small update to show here today.
While most of the work in the background is things like refining movement stats or making sure collision boxes work as well as I want them to, a little bit of work I can show is in the camera itself, done in a simple yet effective way. It's a small factor but I feel like this camera pan on movement, looking down, stuff like this helps the experience having a smoother motion on movement.
The coding itself is surprisingly basic, although there's still a pair of snags to work out.

Currently only two troubles are it somehow gets outpaced when diving too quickly, and when falling from too big a distance somehow, despite the fact that in any instance off the ground the camera focus object's speed is set to almost 100 Million specifically to try and avoid that one thing.
Issues I have to work out soon.
The way this camera works is as it shows on the screenshot, I have it always attempting to follow the "Image Point 1" on Moof, to have it moved just infront of him, and on duck below, I chose to have the points placed ahead of him accordingly with their only interaction code being TO the camera dot.
Image shown here shows this better, the Image Point being disjointed to always scroll TO the Moof, but not stick directly ON him.

Simple, yes, effective, also yes.
They're small steps, but the Moof himself is the hardest part at the moment, when he's done and refined because I've been working on the side on assets, the rest after should BLITZ forward. Trying my best where I can, but progress only comes in time unfortunately, so for now that has to be all from me at the moment, working to get him further along hopefully soon as most left is smaller irritations and snags.



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