I woke up in the middle of the night this morning. When choosing a song to put on in the Nights sound test to go back to sleep to, a question popped into my head: Does having the camera locked to cardinal directions make the gameplay replay that occurs after the boss battle more compressible or perhaps allow more button presses to be recorded for a longer span of gameplay to be replayed?
Great question, but don't the replays ignore your camera choices? I haven't looked to see if the button presses get ignored, but the replay cameras use angles that you can't access while playing.
I think I just wondered if the replays desynced after the modified camera, since your directional input (walking direction) is fully dependent on your current camera angle. (unless the game always combines your camera-plane angle plus joystick/D-Pad input into a single 2D compass vector relative to the ground plane and only stores the vector and acceleration value)
I need to actually try out your code.
I woke up in the middle of the night this morning. When choosing a song to put on in the Nights sound test to go back to sleep to, a question popped into my head: Does having the camera locked to cardinal directions make the gameplay replay that occurs after the boss battle more compressible or perhaps allow more button presses to be recorded for a longer span of gameplay to be replayed?
Great question, but don't the replays ignore your camera choices? I haven't looked to see if the button presses get ignored, but the replay cameras use angles that you can't access while playing.
I think I just wondered if the replays desynced after the modified camera, since your directional input (walking direction) is fully dependent on your current camera angle. (unless the game always combines your camera-plane angle plus joystick/D-Pad input into a single 2D compass vector relative to the ground plane and only stores the vector and acceleration value)
Ah, I see what you mean! Great question.