How to Make a Good 2D Camera

Game Maker's Toolkit
12 Sept 202311:38

Summary

TLDRIn this video, the importance of creating a well-designed 2D camera system for video games is discussed. Key tips include using 'lookahead' to focus on what's coming, adjusting camera movement during jumps to avoid nausea, and applying damping to smooth camera reactions. The script highlights methods for framing key moments in gameplay, such as using zoom or movement to add impact. It also covers techniques like screen shake, hit stop, and dynamic camera positioning for dramatic effect. Ultimately, the camera should enhance the player's experience, adapting to the needs of each game.

Takeaways

  • πŸ˜€ Pinning the camera to the main character can lead to a jittery, static, and uninteresting view. It's better to focus on what's coming up ahead.
  • πŸ˜€ Lookahead can be implemented by either zooming out or shifting the camera ahead of the character, improving the player's view of upcoming challenges.
  • πŸ˜€ Adjusting the lookahead based on the character's direction is important for games with multi-directional movement, such as 'Cave Story' and 'New Super Mario Bros. U'.
  • πŸ˜€ The camera can be dynamic, like in 'Sonic Generations', where its position changes based on the character's speed, providing a more responsive experience.
  • πŸ˜€ In games where the player is aiming (e.g., 'Nuclear Throne'), centering the camera between the character and the cursor gives a better view of the action.
  • πŸ˜€ For platformers, it's important to avoid constant camera movement during jumps, which can lead to nausea or poor precision. Solutions include ignoring jumps until a certain height or designing the level to minimize vertical camera shifts.
  • πŸ˜€ The camera can use damping or dead zones to smooth out minor character movements and prevent jerky behavior in precision games.
  • πŸ˜€ Cameras don't always need to stay focused on the character. In certain situations, like in 'Insanely Twisted Shadow Planet', it can frame specific objects to direct the player's attention.
  • πŸ˜€ You can frame cinematic moments with the camera, as seen in 'Inside', where the camera changes during key dramatic moments like chases.
  • πŸ˜€ Adding 'juice' to the camera through techniques like screen shake or zoom can make key moments feel more impactful. However, offering accessibility options is important for players who may be sensitive to these effects.
  • πŸ˜€ A good camera adapts to the specific needs of the game. A slow, atmospheric platformer requires a different camera system than a fast-paced arcade game, but both benefit from thoughtful design and implementation.

Q & A

  • Why is pinning the camera to the main character a bad idea?

    -Pinning the camera to the main character can lead to jittery, jumpy, and static camera movement, making the game feel unpolished and harder to play, especially when the character is moving quickly or jumping frequently.

  • What is the concept of 'lookahead' in 2D camera design?

    -Lookahead refers to focusing the camera on what is coming up ahead of the character, rather than always keeping the character centered. This ensures the player has better visibility of upcoming challenges and obstacles.

  • How can a camera be adjusted for games where the player moves in multiple directions?

    -In games where the player can move both left and right, the camera should adjust its position based on the direction of movement. For example, the camera can be offset ahead of the character when moving right and change its position when moving left.

  • How do some games, like New Super Mario Bros. U, handle camera lookahead when moving in different directions?

    -New Super Mario Bros. U biases the camera to the right side of the screen when Mario is moving forward, but if the player backtracks, the camera shifts left to catch up with Mario, ensuring the player always has a view of what’s ahead.

  • What does the camera behavior look like in Sonic Generations?

    -In Sonic Generations, the camera adjusts based on Sonic's speed. When Sonic is standing still, the camera centers on him, but as he gains momentum, the camera moves further ahead of him, creating a dynamic feeling of speed.

  • Why is it important to manage camera movement during jumps in platformers?

    -Constant camera movement during jumps can cause discomfort and make precision jumping harder. Managing camera movement during jumps can prevent nausea and help the player line up their jumps more effectively.

  • What are two ways to address excessive camera movement during jumps?

    -One way is to make the camera ignore jumps until the player reaches a certain height, allowing the ground to stay in place. Another method is to design the level such that the camera doesn’t need to move vertically, keeping the gameplay focused on horizontal movement.

  • What role does damping play in camera movement?

    -Damping smooths out the camera’s movement by easing it between the character's current position and the target position, preventing erratic jerky movements and ensuring a more polished and fluid experience.

  • How can a camera be used to draw attention to specific objects or events in a game?

    -A camera can be moved, zoomed, or halted to focus on important objects or events. For example, it can zoom in on a key area or follow multiple characters to ensure the player sees critical actions or interactions.

  • What is 'screen shake' and how is it used in camera design?

    -Screen shake is a technique where the camera is intentionally wobbled to enhance the impact of certain actions like explosions, heavy hits, or fast movements. It adds a sense of excitement but should be used sparingly to avoid causing discomfort.

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Related Tags
2D CameraGame DesignPlatformersGameplay TipsCamera MovementLookaheadDampingLevel DesignGame DevelopmentVisual FramingCamera Effects