One way to deal with your "moving UI problem" would be to set the camera at the beginning, draw your world, reset the camera and then draw your UI. That way your UI would always use scReen coordinates, while the game can use world coordinates.
I don't think there's much advantage to using the built-in camera function if you also have to have two new globals for the position. Instead, you can just run camera with empty parameters at the end of your draw and then do your titles/hud. That will reset the camera and draw things where you'd expect.
Awesome! Always happy to see more video tutorials being created in the community. Keep up the good work!
One way to deal with your "moving UI problem" would be to set the camera at the beginning, draw your world, reset the camera and then draw your UI.
That way your UI would always use scReen coordinates, while the game can use world coordinates.
How would we do this of we do not have a variable for player coordinates
Thank you! Do you know if it’s possible fake camera zoom in pico8?
Like zoom out when the hero moves faster on X. Maybe changing the tile size.
Boy I think that would be a ton of work. You could do it, but you'd probably do 2 versions of your art. One for regular, one for zoomed out
Thank you! its a great idea to start.
I don't think there's much advantage to using the built-in camera function if you also have to have two new globals for the position.
Instead, you can just run camera with empty parameters at the end of your draw and then do your titles/hud. That will reset the camera and draw things where you'd expect.
Why 63? The grid is 128x128, so I assume 64 should be in the middle. What am I missing here?
It's technically just off center with either one so... Idk I picked one.
The exact middle would be 63.5, but of course decimals won’t work here.