So first the question:
Where should I post all my suggestions, bug reports, or just simply questions and some other stuff? The game's forum seems to be a bit dead, so I mostly post them here, but it feels like spamming. Where should I post these?
And now the suggestion:
I want some sort of tool/block that can control the camera. I got a few ideas on how this could be implemented (all of them uses a new invisible block named "camera block") (Also in some cases the camera block works like the player/shadow start. Only one can be placed):
You can link any block to the camera block. If the player touches it then the camera is going to be centered onto the linked block. When you walk off the camera block, then the camera centers itself back to the player!
If the shadow touches the camera block, then the camera only moves to the linked block when you switch to the shadow's wiew.
You can link the camera block to any switch/button. If the lever/button gets activated, then the camera is centered onto the camera block. If the camera block is actived then you can't switch shadow/player wiew at all!
This solution is a mixture of both. In this case you can/have to link the camera block to a switch/button, and then link anything to the camera block. When the linked lever/button is activated, then the camera centers itself on the linked block.
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So first the question:
Where should I post all my suggestions, bug reports, or just simply questions and some other stuff? The game's forum seems to be a bit dead, so I mostly post them here, but it feels like spamming. Where should I post these?
And now the suggestion:
I want some sort of tool/block that can control the camera. I got a few ideas on how this could be implemented (all of them uses a new invisible block named "camera block") (Also in some cases the camera block works like the player/shadow start. Only one can be placed):
If the shadow touches the camera block, then the camera only moves to the linked block when you switch to the shadow's wiew.
The text was updated successfully, but these errors were encountered: