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Kosei edited this page Oct 28, 2023 · 13 revisions

#Table of contents

Intro

A common "rule" is that the camera should usually allow the player to see 2 thirds of the screen in the direction they're travelling in any direction. You can set an offset for each room, but there are also useful camera triggers. The offset equivalence is 6 tiles per X offset and 4 tiles per Y offset.

These settings will move the camera 6 tiles right (so the player will be more near the left) and 4 tiles up.

Common camera triggers

Camera Offset

It pans the camera vertically and horizontally. It will override both values.

Smooth Camera Offset

Progressively pans the camera in a direction (from old to new offset) so it doesn't have a cut when you enter the trigger.

Camera Catchup Speed

It is useful for areas with a lot of speed (like double block boosts or chained ultras). It is in Maddie's Helping Hand.

Camera Offset Borders

Prevents a certain area to be seen (in one or both axis). Make sure that they're not in a transition.

Camera (Advanced) Target

It locks the camera in a node with more or less intensity (with a value of 1 it will be static, with <1 it will follow the player, with >1 it will quickly become static), useful for (semi)enclosed spaces where you're always inside the trigger.

Flag cameras

Flag versions of most triggers also exist in Maddie's Helping Hand, useful for backtrack or complex/non-linear routings. There is also a multiflag camera trigger (Viv Helper) for even more complex things.

Zoom

You can also zoom in the camera easily with Extended Variants or Frost Helper. Note that it is not currently possible to zoom out the camera more than the default zoom.

Notes:

The presence of some entities, like killboxes or badeline bosses, can also lock the camera in a certain direction or node under certain conditions, so if you're having issues check if you placed any of those. There's a few rare cases where the camera can make certain specific mechanics to behave different. For example, the hitbox of the spinners unload when they are not visible. A popular example is the final room of Ultra Difficult (from Spring Collab):

Madeline just clipped through these spinners harmlessly.

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