@D00D64: Some platformers like Super Mario World and SMB3 have a camera system which constantly judges whether it should vertically follow the player while Mario is in the air. The way the camera works is that it does NOT follow Mario vertically if he is just jumping up and down. The camera will only start to follow Mario's y position when he:
* is climbing a vine
* starts falling below the camera's "normal" position
* does a sprint jump
* goes above the screen
I believe this camera "y-snapping" variable also resets whenever Mario is on the ground. That means the camera won't follow Mario while he is jumping up to another on-screen platform, but it will scroll up to Mario once he's landed on it.
I coded this camera system into my GM8/GM:S platformer because I think it's a terrific system; even though mine isn't a jump-on-heads platformer like Mario's games, from the looks of it you're just trying to make basic platforming less frustrating, so I think you could benefit from trying to code these dynamics into your camera.
* is climbing a vine
* starts falling below the camera's "normal" position
* does a sprint jump
* goes above the screen
I believe this camera "y-snapping" variable also resets whenever Mario is on the ground. That means the camera won't follow Mario while he is jumping up to another on-screen platform, but it will scroll up to Mario once he's landed on it.
I coded this camera system into my GM8/GM:S platformer because I think it's a terrific system; even though mine isn't a jump-on-heads platformer like Mario's games, from the looks of it you're just trying to make basic platforming less frustrating, so I think you could benefit from trying to code these dynamics into your camera.