'Parallax scrolling', I think I love you. Possibly more than interpolate.
StormyStudio
United KingdomMember Posts: 3,989
'Parallax scrolling' or 'Pseudo 3d' as some people call it is so cool.
I think I may love it more than 'interpolate'.
Little tip in the Unofficial GameSalad Book on how to do it.
It's simple to apply, it works and adds so much to a games style..
My lift shaft in game transitions are potentially going to be very cool because I can now hint at the depth of the lift shaft, with pipes and wires passing as you move up at different speeds in relation to the camera move....will perfect it visually tonight.
...
and that's all I've got say on the matter.
I think I may love it more than 'interpolate'.
Little tip in the Unofficial GameSalad Book on how to do it.
It's simple to apply, it works and adds so much to a games style..
My lift shaft in game transitions are potentially going to be very cool because I can now hint at the depth of the lift shaft, with pipes and wires passing as you move up at different speeds in relation to the camera move....will perfect it visually tonight.
...
and that's all I've got say on the matter.
Comments
you do it with layers:
http://en.wikipedia.org/wiki/Parallax_scrolling
MH
http://gamesalad.com/game/3623
S
Simo103: Thanks, I'll take a look at it when I'm on my Mac!
you do not create a solid background... you create images of section of your background and place them as layers in GS
you scroll/move the image layers at different rates for the effect...
faster for foreground slower for further away...
the action actors don't scroll out of original scene boundaries...
like your demo @simo103 ... you got it perfect!
MH
I'm struggling trying to do Parallax scrolling with Camera Control.
I tested with Simo103's Demo, very nice by the way.
Is it possible to do Parallax scrolling with Camera Control?
If so, how?
Performance whise, is it better to replicate the backgrounds, or to spawn new ones, and destroy old ones?
Thanks
Sebastian
Basically, The layer movements are constrained - relative to the camera's position. You can't get that data unless you edit an actor in the scene itself, as it's a scene attribute.
GameSalad... I think that's something that should be fixed. Actors should be able to access scene attributes — like the camera — in the prototype.
I used to be able to cut & paste such information into the prototype, but that seems to cause problems with the newer version of GameSalad.
You can create one instance and have it constrain a global attribute you created to the camera attributes (or any other scene attributes).
Then any other actor can control the global attribute you created (which in turn will control the camera)
On a different note I find that using replicate for my background parallax layers works well.
Now I get a better perspective.
I'm very new to GS.
At the end I made it in a very simple way, just giving different movements to each layer. 5, 10, 15 speeds. Not much.
As Shaz said, I used replicate.
I calculated that I only needed 20 times. (480 x 20 = 9600).
The only problem is that even if I replicate it 100 times or 150, many times if I die in the game, some of my layers disappear.
I'm not sure if this is related to what Photics said about GS problems.
Will it affect my performance to replicate 200 times if I need 20?
thanks again
P.S. I clicked in "subscribe to topic via email" but didn't get any emails, is this normal?
Just make a rule so that the image resets its position when it goes off screen.
I replicate twice, one to the left and one the right.
Yeah I think subscribe to post doesn't work.
I'll try that sounds a lot better ;o)
I tried to do what you said, but it's jumping a little bit. what am I doing wrong?
Here is the project:
http://gamesalad.com/game/10717
thanks
Sebastian
This if for an image that is 480 in length
I tested it with your exact number and an image of 480, and still is jumming.
if feels that it's a micro jump, the moment it changes the X coord.
I tried with Move & Move to, and also the "stacked" option.
I'll leave it like this.