Godot Version
4.6
Question
I had some issues with them.
Basically I understand a viewport as one screen with the top aligned at the origin
(0,0)of the scene.
I understand a camera as basically one visual screen worth of line of sight centered on the player.
So when I walk, it sometimes has grey backgrounds for areas that are not developed.
I initially solved this by setting the camera limit positions to what was in the viewport.
That worked for boss battles, but as I go into level design, things get more complicated.
Basically my narrow idea of a level was that I could design every part of the level as a scene inside the viewport and then switch to the next scene when u were done and reached an Area2D.
But there were a few problems.
- It was hard to design or visualise
- Even if u could, it felt flat
So I did away with the "one scene or part of the level fits exactly on the viewport"and began to design the level inside the scene.
The problem is that the level kinda goes up and down, and I am using just sprite background wallpapers to fill it up.
As u move, u see the default grey gaps when something is not developed.
I then tried an Area2D on the background that would reset the camera direction limits when it entered that area, but there are still some issues when u are inbewteen and u want to jump across to the next “Area” but u can’t see it
Does anyone have any advice or suggestions?
Is there perhaps a good video I can watch about this stuff, cause I only know about these things from YouTube tutorials that just gloss over them and teach me how to make the game mostly.
