{"id":1458,"date":"2012-05-31T09:22:53","date_gmt":"2012-05-31T17:22:53","guid":{"rendered":"http:\/\/www.matheuspitillo.com\/blog\/?p=1458"},"modified":"2012-05-31T09:34:52","modified_gmt":"2012-05-31T17:34:52","slug":"camera-logic-review-in-sbm3","status":"publish","type":"post","link":"https:\/\/www.matheuspitillo.com\/blog\/2012\/05\/camera-logic-review-in-sbm3\/","title":{"rendered":"Camera Logic Review in SMB3"},"content":{"rendered":"<p style=\"text-align: justify;\">Hey guys, what&#8217;s up? I&#8217;m here today with a quick post, to talk about how important is the <em>Camera Behavior<\/em> in games, more specific in <strong><em>Super Mario Bros 3 (SNES)<\/em><\/strong>. The idea of this post came from a class that we had in <em>Detailed Design Document<\/em>. We are writing our full document about one of our games that we pitched before, but this time writing specific details, and complete information. One of the topics are the <em>Three C&#8217;s (Character, Camera and Control).<\/em><\/p>\n<p style=\"text-align: justify;\">By Camera in games, we need to consider all type of details, for each new situation of the game. What I&#8217;m trying to say is: probably everybody knows how the Camera &#8220;acts&#8221; in the game &#8211; since we play games for so long \ud83d\ude1b &#8211; but I think we never actually pay attention in how much information and properties we need to execute, to have a good camera behavior in our games. For example, always considering what is the main camera \/ system; if there is other cameras in the game; when and where are they used; and how do they work.<\/p>\n<p style=\"text-align: justify;\">For that, here I am with one awesome video that I saw online on youtube, explaining everything about the camera \/viewport behavior of Super Mario Bros 3. As the creator of the video said: <em>&#8220;There are essentially two types of camera behaviors in SMB3: Free-moving, in which the camera follows Mario, keeping him in the center of the screen (vertically and horizontally) except when doing so would place part of the viewport outside of the map; and Auto-scrolling, in which the camera moves automatically along a predefined path at a predetermined speed (first just horizontally with more complex paths introduced later). The left edge of the screen pushes Mario along, the right edge prevents progress and the bottom edge becomes a bottomless pit (instant death).&#8221;<\/em><\/p>\n<p style=\"text-align: justify;\">Check the video below, and for more info about it&#8217;s properties, check his blog: <a title=\"Mimeo in the Tumbleverse\" href=\"http:\/\/blog.mimeoverse.com\/post\/574942897\/just-completed-a-playthrough-of-super-mario-bros\" target=\"_blank\">Mimeo in the Tumbleverse<\/a><\/p>\n<p><center><iframe loading=\"lazy\" src=\"http:\/\/www.youtube.com\/embed\/TCIMPYM0AQg\" frameborder=\"0\" width=\"530\" height=\"398\"><\/iframe><\/center><\/p>\n<p style=\"text-align: justify;\">I hope you enjoy it! Stay tuned and don&#8217;t forget to leave a comment, please! \ud83d\ude00 Cyaaa!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hey guys, what&#8217;s up? I&#8217;m here today with a quick post, to talk about how important is the Camera Behavior in games, more specific in Super Mario Bros 3 (SNES). The idea of this post came from a class that we had in Detailed Design Document. We are writing our full document about one of [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[3],"tags":[216,211,212,215,16,309,217,23,219,220,214,46,9,124,218],"class_list":["post-1458","post","type-post","status-publish","format-standard","hentry","category-life-at-vfs","tag-camera","tag-camera-behavior","tag-camera-logic-review","tag-detailed-design-document","tag-games","tag-life-at-vfs","tag-mario","tag-matheus-pitillo","tag-mimeo-in-the-tumbleverse","tag-smb3","tag-super-mario-bros-3","tag-vancouver-film-school","tag-vfs","tag-video","tag-youtube"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p1VrXU-nw","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/posts\/1458","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/comments?post=1458"}],"version-history":[{"count":10,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/posts\/1458\/revisions"}],"predecessor-version":[{"id":1461,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/posts\/1458\/revisions\/1461"}],"wp:attachment":[{"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/media?parent=1458"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/categories?post=1458"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/tags?post=1458"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}