I tried this, but it is inaccurate and difficult because we have not a formula to keep centered on the screen the exact point of the scene on which the camera will zoom in/out. Do you have such formula?
Yeah I figured it out for myself a long while ago, it's really simple! The key is "1/scale", which you multiply by half of the screen width and height and then subtract that offset from the regular cam position. So like "x of camera = wherethecameranormallyis - .5 * screenwidth / scale" (and then the same idea for y, obviously).https://gfycat.com/QualifiedDistantKissingbug
As you can see it works, it jitters a bit though... I think it's because the camera position is always rounded to a pixel. But that's a minor concern at this point I think.
Both methods have drawbacks and don't completely fill the screen when zooming out.
Oh yeah, tiles don't draw properly work when zooming outwards. Which is a problem but I guess I didn't mention it because I was thinking more about the bare minimum of getting it to work for a real game (where at least you can zoom in).
Engine.engine.isHUDZoomable = false;
Oh nice, thanks! So... I guess if the problem with drawn things like text being resized can be fixed, then Stencyl will have useable-for-a-real-game zooming?
?? I know zooming has been brought up a ton in the past, and I think if we're this close maybe it needs to finally become a known feature with its own design mode blocks.