8:18pm - So last time I was working I noticed a problem with the way I've got my Camera set up. I drew a map and that's nice but the Camera is going to float way over the edge of the map, where I'd prefer it to stop. So I'm going to look at Godot's camera options and maybe code some solution if I can't find a builtin one.
8:35pm - Well, there is a way to clamp the camera movement in a scene-wide way, on four sides. But that kinda spoils my whole 'many locations in one scene' idea using InSceneTeleporters since then I'd only be able to clamp the camera at the far ends.
I hate to say it but I think I've gotta code my own solution.
One thing I could do is attach the camera to the physics simulation, and put blocks that the camera can't pass. That seems a little intense, but nothing else is coming to mind readily.
Yeah I guess I'll do that.
9:16pm - I hate to quit in the middle of something, but I'm fed up for the moment. Too much going on. Too many problems. Alas. Anyways the problem I was working on was that the camera was centering on the player and jiggling back and forth because it's jumping past 'perfect center' each frame over and over again. I'll fix it eventually.
8:35pm - Well, there is a way to clamp the camera movement in a scene-wide way, on four sides. But that kinda spoils my whole 'many locations in one scene' idea using InSceneTeleporters since then I'd only be able to clamp the camera at the far ends.
I hate to say it but I think I've gotta code my own solution.
One thing I could do is attach the camera to the physics simulation, and put blocks that the camera can't pass. That seems a little intense, but nothing else is coming to mind readily.
Yeah I guess I'll do that.
9:16pm - I hate to quit in the middle of something, but I'm fed up for the moment. Too much going on. Too many problems. Alas. Anyways the problem I was working on was that the camera was centering on the player and jiggling back and forth because it's jumping past 'perfect center' each frame over and over again. I'll fix it eventually.