Closed Elairyx7301 closed 3 years ago
Hi, here is my short review,
HiddenObjects
is a better namingplaceholder
might be better than helper
for the resource nameXaxis
and Yaxis
is a better name than horizontal
and vertical
in my opinion as it is better to follow directional names used by the engine (to keep it simple)README
could get some changes. The short description should explain what the example does and not how the example does it. The Topdown adventure camera
does the similar thing with the camera, you could look into that. Also for adding a long description, leave a line between the short description and it should be considered as the long descriptionFixed Move Transition
is the right name for this example. Maybe Room Camera
, Fixed Room Camera
, Fixed Screen Camera
? I don't have many suggestions:)
@Midhil457 Thank you for that big review!
For me, the project is running smoothly and is at a constant 58 to 60 fps without any lags. I've added a fps counter, maybe you can check with that again. I have noticed the "Top-Down Adventure Camera" example but the main differences are that this is a platformer project using Tweens instead of the lerp() expression method.
HiddenObjects
helper
to placeholder
Horizontal Transition
to X-Axis Transition (horizontal)
Vertical Transition
to Y-Axis Transition (vertical)
README
. I'm not entirely sure what you said to change but I tried my best to improve the wording.Fixed Move Transition
to Fixed Camera Transition
in several places0.0.3
R
to reset and LControl
to toggle debugv0.1: See original issue v0.2: Never publicly released v0.3: FixedScreenTransition0.3.zip
Please ping me here or on Discord if there are other needed changes to make etc. :)
It's recommended to initialize the variables in the variables dialog and not in the event sheet
Why have it update using a timer? Use "FPS: " + ToString(round(10/TimeDelta()/10))
so that the value doesn't change quickly making it unreadable.
Horizontal
and Vertical
naming is still used for the tween identifier
Use release instead of pressed
and trigger once
The purple comments are a bit hard on the eyes, maybe change them to a color that doesn't stick out much. Maybe the default?
Remove the spaces in scene names, they might cause issues in the later version if any big changes occur
I found this comment:
Personally, I like to separate the variable setup from everything else like visiblitly, Z-Order, position, opacity etc.. This helps with clarity in bigger projects. This is why this event exists and the actions are not in the main event straight away.
A bit unnessesary
Make the version number 1.0.0
and no don't increment it after every change during submission period. It can be incremented if any changes come after it gets added to the example library (so that the examples are on 1.0.0
and not 0.5.0s
making it seems like a experimental example or an unfinished example)
Capitalize the object names. (Use PascalCase
)
:)
Thank you @Midhil457 again for the review! I have made the changes you recommended.
so that the value doesn't change quickly making it unreadable
Understandable. That's why I had used a timer in the first place. -> Changed anyway
Make the version number 1.0.0 and no don't increment it after every change
That is my understanding of it as well and I prefer that method but I've been "told" (rather shown) differently in other issues and submissions, that's why I adapted to that format in this submission as well. -> Changed to 1.0.0
Your zip only contains the json file. PLease include the whole project for easy review :)
Very sorry for all the bad mistakes and caused inconveniences (as usual) 😅
FixedScreenTransition.zip
Thank you for your contributon! A PR has been created and will be merged (if everything goes well) soon.
I have changed the example's name to Platformer Room Camera
so that users can easily figure out what the example does. Hope you don't mind :)
Thank you for the reviewing effort and for opening the PR!
Describe the example
This example showcases fixed screen transition. Whenever the player moves outside of the current frame, the camera smoothly moves one room in that direction. A rather easy but sweet event prevents the player from leaving the scene when a transition is happening. Even though this might be most suitable for a Top-Down game, this example shows that it can also find application with other game styles as well. This is just a template and can be modified freely to fit the personal needs or match the game's style and/or atmosphere.
Checklist
com.example.
.Game folder
FixedMoveTransitions.zip