Camera Control v1.00 for RPG Maker MV

Hey RPG Makers!

This is a plugin I’ve had for awhile, that I have been using in my project to help with cutscenes and other camera work! This plugin allows you to make your game’s camera follow an event (following the event wherever it goes), the map itself (only moving when you use Scroll Map commands), or the player (which is the default camera behavior).

Be sure to rename the file as TYR_CameraControl.js and place it in your project’s js folder.

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There is a newer version of Camera Control!

I hope you enjoy!

The help section of the file is included below.

Camera Control v1.00 by Tyruswoo

Terms of Use

This plugin may be used in both commercial and non-commercial games. In your credits, please include “Tyruswoo”. Optionally, you can also send me a free copy of your game, if you like! ~Tyruswoo

This Camera Control plugin allows greater control of the camera.

Plugin Commands

  • CamSet
  • CamFollow

A Few Notes

CamSet simply places the camera at a certain position, but the camera will still be attempting to follow its current target (usually the player, by default).

CamFollow allows changing the camera’s target. This can be used to make the camera follow a certain event’s perspective. Or, the camera can be set to follow the map (i.e. a fixed perspective).

These plugin commands can be used in combination with the “Scroll Map…” event command, found on Event Commands tab 2, under the Movement section.

Plugin Command Usage

(Replace x and y with coordinates, and replace ID with an event’s ID number.)

CamSet x y

Sets the camera’s position to x and y, where x and y are integers. For example, to set the camera to coordinates x=17, y=23, we would write CamSet 17 23.

CamSet player

Sets the camera’s position to the player’s current position. For example, CamSet player.

CamSet event ID

Sets the camera’s position to the current location of the event of the given ID. For example, to set the camera to the location of event 17, we would write CamSet event 17.

CamFollow x y

Makes the camera follow (lock on) the given coordinates. This sets the camera to “follow” the map; i.e., to not move unless the “Scroll Map…” event command is used.

This is useful is conjunction with the event command “Scroll Map…” (found on Event Commands tab 2, under the Movement section). This allows for cutscenes where the camera is set to follow a certain path, but the player can still move as they please.

Note that the “Scroll Map…” event command can be used in two directions at once, allowing for diagonal panning of the camera.

CamFollow map

Makes the camera follow (lock on) the map, at the camera’s current position, without defining coordinates.

CamFollow player

Makes the camera follow the player. This is the same as the default behavior of the RPG Maker MV camera.

CamFollow event ID

Makes the camera follow the position of the given event. This can be useful in making cutscenes that follow a certain event. If the event is invisible, then it can look like the camera is simply panning across a scene.

This can also be used to allow for cutscenes where the camera is set to follow a certain path, while the player can move as they please.

Can also be used in combination with the “Scroll Map…” event command, allowing for diagonal panning of the camera.

For example, to make the camera follow event 3, use the plugin command CamFollow event 3.

In practice, I use the CamFollow map and CamFollow event ID plugin commands the most, and then revert the camera back to following the player by using the CamFollow player plugin command, whenever I am done with the cutscene.

I hope you enjoy!

Your Adventuring Companion,

Tyruswoo

Questions or concerns? Check out the forums to ask a question. You may even find an answer there, already!

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Tyruswoo

Indie Game Designer
creating game content!

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