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This plugin changes how the in-game camera works and allows you to do more with it. Normally the camera is completely stuck to the player at all times (except for when Scroll Map is used), and there's no real way to get...
After seeing this used in Space Trainers, I asked if I could also use it, and it's currently in Pokemon Tengai! So I can say that this camera is amazing!
This is very cool! As you're doing some work with the camera I have a question: Do you think it's possible to zoom out the camera? I saw a plugin where it's possible to zoom-in - but not zoom-out.
Would be nice to have a zoom-out to show more of the map in certain scenes.
I getting weird with following pokemon plugin after using a fancy camera plugin.
If player use a running, overworld from pokemon following getting lagging..
I absolutely love the way Camera runs in Space Trainers!
A small suggestion is to add a switch for players to switch between Fancy Camera/Traditional Camera, as this may cause a small number of players to feel dizzy.
I absolutely love the way Camera runs in Space Trainers!
A small suggestion is to add a switch for players to switch between Fancy Camera/Traditional Camera, as this may cause a small number of players to feel dizzy.
I very much agree. The smooth camera easing works great when an event calls it, but it feels disorientated when you move freely. Plus it has an added side effect of followers from Following Pokemon EX to lag a bit when walking behind the player.
Otherwise, this is a phenomenal plugin that will be a huge game-changer for cutscenes.
I very much agree. The smooth camera easing works great when an event calls it, but it feels disorientated when you move freely. Plus it has an added side effect of followers from Following Pokemon EX to lag a bit when walking behind the player.
Otherwise, this is a phenomenal plugin that will be a huge game-changer for cutscenes.
The lag of following pokemon may be caused by the Override of "def transfer_player", you can just combine them.
And I found it is not difficult to switch between Fancy Camera/Traditional Camera, just set camera_speed to 0.8 when you want to switch off it.
The lag of following pokemon may be caused by the Override of "def transfer_player", you can just combine them.
And I found it is not difficult to switch between Fancy Camera/Traditional Camera, just set camera_speed to 0.8 when you want to switch off it.
Though I will say, I don't know what you mean by combining the override. Also, I must be doing it wrong, because I've set it to 0.8 and it isn't working, though I'm likely in the wrong spot.
Though I will say, I don't know what you mean by combining the override. Also, I must be doing it wrong, because I've set it to 0.8 and it isn't working, though I'm likely in the wrong spot.
def camera_speed
return 0.8 if $PokemonSystem.cameramode == 1 #or other switch you defined ,0.8 could be any number bigger
return (@camera_speed || FancyCamera::DEFAULT_SPEED || 1) * 0.16
end
This is what I do.
As for Following Pokemon EX, since I haven't tried out that, I cannot guarantee that it‘s the reason for lagging. But both of them have modified the "def transfer_player", which will inevitably cause some problems and require adjusting the plugin order or rearranging the scripts.
return 0.8 if $PokemonSystem.cameramode == 1 #or other switch you defined ,0.8 could be any number bigger
return (@camera_speed || FancyCamera::DEFAULT_SPEED || 1) * 0.16
end[/CODE]
This is what I do.
As for Following Pokemon EX, since I haven't tried out that, I cannot guarantee that it‘s the reason for lagging. But both of them have modified the "def transfer_player", which will inevitably cause some problems and require adjusting the plugin order or rearranging the scripts.
This is very cool! As you're doing some work with the camera I have a question: Do you think it's possible to zoom out the camera? I saw a plugin where it's possible to zoom-in - but not zoom-out.
Would be nice to have a zoom-out to show more of the map in certain scenes.
Hello everyone, I recently started using the script and I found that this script has a problem with Joiplay. For players who want to use it on Joiplay without many problems, there is a solution here:
Ruby:
def update_screen_position(_last_real_x, _last_real_y)
# If you want to use all the features of Fancy Camera but use the default Essentials in the open world.
if $PokemonSystem.fancy_camera == 0
return if self.map.scrolling? || !(@moved_last_frame || @moved_this_frame)
if (@real_x < _last_real_x && @real_x < $game_map.display_x + SCREEN_CENTER_X) ||
(@real_x > _last_real_x && @real_x > $game_map.display_x + SCREEN_CENTER_X)
self.map.display_x += @real_x - _last_real_x
end
if (@real_y < _last_real_y && @real_y < $game_map.display_y + SCREEN_CENTER_Y) ||
(@real_y > _last_real_y && @real_y > $game_map.display_y + SCREEN_CENTER_Y)
self.map.display_y += @real_y - _last_real_y
end
return
end
# Original code
return if self.map.scrolling?
target = [@real_x - SCREEN_CENTER_X,@real_y - SCREEN_CENTER_Y]
if $game_temp.camera_pos && $game_temp.camera_pos[0] != 0 && $game_temp.camera_pos[1] != 0
target = $game_temp.camera_pos
end
if $game_temp.camera_target_event && $game_temp.camera_target_event != 0
event = $game_map.events[$game_temp.camera_target_event]
if event
target = [event.real_x - SCREEN_CENTER_X, event.real_y - SCREEN_CENTER_Y]
end
end
if $game_temp.camera_shake > 0
power = $game_temp.camera_shake * 25
target = [target[0] + rand(-power..power), target[1] + rand(-power..power)]
end
if $game_temp.camera_offset && $game_temp.camera_offset != [0, 0]
target = [target[0] + ($game_temp.camera_offset[0] * Game_Map::REAL_RES_X), target[1] + ($game_temp.camera_offset[1] * Game_Map::REAL_RES_Y)]
end
distance = Math.sqrt((target[0] - self.map.display_x)**2 + (target[1] - self.map.display_y)**2)
speed = $game_temp.camera_speed * 0.2
if distance < 0.75
self.map.display_x = target[0]
self.map.display_y = target[1]
else
self.map.display_x = target[0]
self.map.display_y = target[1]
#self.map.display_x = ease_in_out(self.map.display_x, target[0], speed)
#self.map.display_y = ease_in_out(self.map.display_y, target[1], speed)
end
end
This fix is not ideal for the purpose of the script but it is something that at least temporarily suspends the lines
#self.map.display_x = ease_in_out(self.map.display_x, target[0], speed)
#self.map.display_y = ease_in_out(self.map.display_y, target[1], speed)
This is because ease_in_out uses a setting called Graphics.average_frame_rate and it works differently for the emulator and throws the screen to an unwanted position.
In the code there is an option if you want to use this Camera Script for cutscenes but would like to use the original in the open world. It just writes the default Essentials code, through a variable defined in PokemonSystem (you need to define your own).
But if you want to use this, modify the following codes:
Ruby:
def camera_x=(value)
@camera_x = value
@camera_pos = [0, 0] if !@camera_pos
@camera_pos[0] = ((value == 0) ? 0 : (@camera_x * Game_Map::REAL_RES_X) - Game_Player::SCREEN_CENTER_X)
end
def camera_y=(value)
@camera_y = value
@camera_pos = [0, 0] if !@camera_pos
@camera_pos[1] = ((value == 0) ? 0 : (@camera_y * Game_Map::REAL_RES_Y) - Game_Player::SCREEN_CENTER_Y)
end
Here we only define @camera_pos because with the change it may not be well defined later.
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